currently rigging only moves bones when an animator is present and recording is pressed
that’s sub optimal because some times we just want to pose a character for quick previs or to check that the 2bone ik works, without bothering with an animation or timeline
if for workflow reason you want to stick to that, a button to test it live editor is needed
also because when setting a gizmo for fk it moves the bone at edit time
in other word ik is currently not usable in the same way as fk - this inconsistency makes me think it’s not a workflow choice but a limitation of the current implementation
example of problem we get due to inability to set the ik constraint at editor time
the toe is twisted because the up vector was set the wrong way so during record I moved it the other way conflicting with the effector’s rotation