Inverse Kinematics are a procedural animation. For that you need explicit defintion of a skin mesh (weights and bones). And if you set a certain bone to an explicit transformation, it is supposed to affect all parenting bones to the very root of subtree.
This is rather not any trivial topic, and- it is even rarely implemented or needed actualy, so no straight links for you to see.
But, what I can tell you is that- if you set a right hand bone to be position at a point, you will need to
- compute final skeleton from manner of influence towards ancestry
- blend from current one to final one
you may compute the final one in MANY MANY manners, such as, root of most influenced ancestor volatiles, but other roots dont and so on.
IK is a wide bunch of stuff and you may need only 5 percents of it.
Describe what you wish to achieve rather