Howdy,
If your model is all one mesh, you have to restrict the parts to the individual bones with Claude Bonet or Vertex Maps.
It would be better if your model is made up of separate parts and then don’t use bones for the IK, but use the parts themselves. You can rig other objects with Mocca IK, but you need to adjust the axes of those objects and make sure the axis of each object is at the exact pivot point and that the Z axis is pointing to the object’s child object that will be the next object down in the IK chain.
Here is an example video of a mechanical arm with the model parts rigged without using bones:
https://www.cactus3d.com/RobotArm.mov
Another way you can do it, is to just attach the model object parts to their respective bone and then don’t fix the bones. That way the objects will just ride piggy back to the bones.
Adios,
Cactus Dan
Cinema 4D R9 XL Bundle, BodyPaint, Dynamics
http://www.cactus3d.com
http://www.cactus3d.com/Plugins.html