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This seems like a common question but I can't find anyone talking about it.

I made a very complex armature, spent a couple days on it, only to realize the root bone (I call handle) is in the wrong place. It is in the middle of the spine, I want the "butt" bone to be the new root bone so that I can bend the spine normally. Messing with parenting in edit mode doesn't seem to work or is too complicated for me.

Here is the .blend file:

And a screenshot:

enter image description here

How do I fix this ?

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  • $\begingroup$ It will be impossible to answer this without the blend file I'm afraid. Could you please upload it to blend-exchange.giantcowfilms.com ? From a screenshot no one can really judge which bone is the parent of which, etc. The rig itself should do, you don't have to implement a mesh. $\endgroup$ – aliasguru Sep 18 '16 at 15:17
  • $\begingroup$ It might be in the armature tab of the properties panel and then perhaps a field to set the name? But I don't have access to Blender right now to confirm. $\endgroup$ – Gliderman Sep 19 '16 at 16:18
  • $\begingroup$ Ok, I added the .blend file. The problem is when I bend the spine both halves of the body bend around the "handle". I really wouldn't have realized until after I made the mistake. $\endgroup$ – Aron Beck Sep 20 '16 at 3:30
  • $\begingroup$ Seems like a common problem.....I guess not ? $\endgroup$ – Aron Beck Sep 28 '16 at 23:37
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Just “add bone” from menu to add a new bone that isn’t the child of anything. Then Ctrl+P make it the parent of the existing root and choose “keep offset.” The root is “the bone that has no parent.”

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that doesn't change the root there is a point that looks like a compass with a circle in the middle and 4 lines around it pointing up down left and right that is the root question is how do we relocate it to another place without moving our character or any bones but to make it the new point which all else moves around, I have the same problem thanks

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