I'm trying to build a rig for some simple animations and I'm trying to figure out how I can rotate bones around a designated bone as a pivot point. Essentially, what I'd like is to a have a bone (say, a bone at the center of mass or something) whose translation has no effect on the position of other bones, but when rotated, rotates other bones around it as a pivot point.
The pivot constraint seemed like what I'd want, but that causes some strange translations that I can't make sense of, even when the pivot bone isn't moved. Rotating the bones around the 3D cursor and key framing means creating way more keyframes than I'd like or meticulously editing curves to maintain a smooth rotation around the pivot.
Is something like this possible?