Dynamic bones were used for the head, hat, mustache and arms.
This was created using very few keypoints thanks to the 'additive cycle' feature in the loops:
The rig is setup so the body moves with the legs.
(The bones that control the position of the body are hidden in the file)
The character's body will remain aligned halfway between the two feet. The two main bones that make this work:
B2_2 – Targets his left foot B5, max IK stretching set to 10000.
B3_2 – Half way along B2_2 and parented. Angle control set to -1 of B2_2 [could use Independent angle]. B1 (main body) parented to this bone
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