I plan on using rigify for a ballerina model that will be doing a pirouette. When the model turns around, I want it to turn on it’s toe as the center of rotation. I can put in another bone (pirouette) to use as the turning pivot and then put a child of constraint on the master bone and when the pirouette bone rotates, it works. My question is, what are other alternatives that can be used to change the pivot point because this pirouette bone just dangles around without any parent? Or does it matter?
I have tried using cursor pivot point, but can not figure out how to keep it when it is keyframed. The bones go back to their own pivot point.