Just wondering that how many IK (Inverse Kinematic) bones should you apply to a game character before it starts to go resource hog. Basically should you try to get rid of IK bones and just try to animate without them but using IK bones makes things easier for the animator but might cause unnecessary use of resources and possibly cause bottleneck when calculating bone and mesh translations.
I'm using Blender and couple of animation tutorials are suggesting to use IK controllers and they indeed help a lot but when importing the character into a game they might be plain pointless since they are used only to help the animator.