>>8965320
>Can you elaborate when to use IK versus FK hands/legs

Think of FK as a chain of sticks connected at the ends. Rotate one and the rotation propagates down the chain.
Think of IK like moving an object like a cube, with the rest of the arm following mostly automatically in order to maintain the position of the IK bone.

This makes IK bones really useful for 'sticking' the hands or feet to something. Obviously IK is great for the feet in many cases because the feet tend to stay fixed to the ground. FK is good for flowier, more 'physics-based' movements.

Ideally you have a rig that lets you automatically change between IK and FK and *keep the bone in position* so that you don't need to worry about placing it again after changing the bone type, but a lot of rigs sadly don't have that as an option.

>Appending
I was just appending the rig itself in the scene, I should try appending the collection, thanks.