Move in SMR Helpers panel is a completely non-destructive alternative to Smart Magnet Joint's Snap to Effector function.
Initial selection can be one SMR Effector or any of the two elements of an IK Chain. (The latter can be very useful in cases when the Effectors are used as pins and their layer is locked to prevent accidentally moving them.)
Upon pressing the button, the whole rig will be moved to the Effector, without any internal snapping among rig elements. This means that if you want to preserve some offsets in the pose, you should use this option.
Solve IK Chains
Solve in SMR Helpers panel is used alongside Move or Smart Magnet Joint's Snap to Effector. The purpose of this function is to solve all other IK Chains after a Move.
Initial selection has to be a RIK element, i.e. an element on the opposite side of the IK Effector. If the Master Parent is selected all IK Chains will be solved.
Below is an example: We need to pull the character into a standing position. It is difficult to know the exact moment to stop pulling. We want the legs to stretch fully, but it is very likely that the feet will lift off the ground. We then select the Effector and press the Move button in SMR Helpers. The whole character is snapped back to the Effector with perfectly stretched legs.
One of the legs, however, is too stretched and the foot now 'digs' into the ground. To bring that foot back into its original position we use Solve in SMR Helpers. With one RIK element selected (the torso in this case) we press the Move/Solve button and the IK Chain is solved. We now have our standing pose and the feet are in exactly the same positions as the original pose that we started with.
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