I use the body to move the entire character… ehh… the object mesh. The reason being that I like to attach other stuff with ‘use bones from object’, and that doesn’t respect if you have a null at the top of the hierachy. Only movement from the base mesh and down is calculated (big bug perhaps?)
Hehe… and the hands. Well I agree. Never thought about correcting it that way though. cool 
Match goal orientatin I will not use for hands… I have tried it but the risk of running into gimbal lock is too big. This also prevents you from having offsetted keys for secondary motion on the hands. The downside with my way of doing it though is that it will not stay exact when grabbing on to something.
Originally posted by kretin
[B]The 2 things I would most like to add to this are:
A null to move the body with a nice big itemshape, instead of having to select a bone, and
parent a null to the chest bone, then the hand goals to that null, so the hand goals have the correct movement. It totally annoys me that the hand goals Y motion is forwards instead of up.
Ok, more than 2 things… also match goal orientation for the hand bones, which will work if you parent them to a null rather than the bone.
Just things I’d find easier when animating this rig… [/B]