I’m bumping this topic three months later because I’m now trying to implement this for real and need some practical advice.
After a lot of trial and error regarding rigging, I’ve settled on the Rigify system of rigging a character. I’ve got that part of the equation nailed and am very pleased with the results. Now I want to do a test animation with a Rigify character – specifically, a character whose rig was created with Rigify’s Human meta-rig.
I want to make the character walk from one side of the screen to the other, but not using a repeating walk cycle. I want to animate it the whole way through. The character’s root bone is at 0,0,0. Everything is good so far. Based on the responses earlier in this thread, I assume I want to leave the root where it is and then move the character separately.
But now that I look at the Rigify rig…there doesn’t appear to be a “master bone”. I mean, there is the root bone, but I have it sitting at 0,0,0. It seems like a very big hassle to individually move/rotate all of the relevant bones to get the entire character into the desired starting position.
What is the standard way of handling this with a Rigify rig?
Is there a bone I’m overlooking that acts as a “master bone” and I leave the root where it is? Do I leave the root where it is and manually move/rotate a certain set of bones to get my character to the desired starting position? (If so, what bones are they?) Do I make an empty, set it at 0,0,0, parent the root bone to it, and then move the root bone to my starting position?
Thanks in advance for any insights you can provide.