I figured it out. I wrote a Python script (pretty rough, but it works) where I set the name of the curve object, the distance for a full stride, how many frames it takes to go a full stride, the start frame, and the desired end frame. Then it'll print out the values needed for the Follow Path constraint's Offset parameter. If I put in too many frames and the ...
iv' been losing my mind orver this, the supper spine don't have enough bones to perform proper deformation on the mesh, mostly between chest and hip/neck, and also lack a proper configuration panel. i ''solved'' by simply dividing the bone which were too stiff.
Riggify auto adds a control to it when generated and didn't seamed to cause any problem so far. ...
The problem with parenting is that your Character objects already have some sort of parenting. Select all meshes, press Alt+P > Clear and Keep Transformations. -There is another problem with your meta rig. The 3 bones of the arm are: upper_arm, lower_arm, hand. Yours are aligned as shoulder, upper arm, lower arm. This will create weird deformations.
From the manual:
If the generated rig doesn’t fit all the features you need or, for example, you decide to add something more to your character (like a sixth arm or a tail), you can re-generate your rig without losing your previously generated features and your animation ...
By defualt the widget that looks like two arrows is used to rotate the elbow/knee. You can also select that widget then click Toggle Pole as indicated in the image. That will enable you to use the standard pole target.
The object you're trying to move is the Meta Rig and it will not move. It's just used to generate the final rig. You can hide it or even delete it. Then you could unhide layer 29 in your final rig (see image). This will show the deforming bones which are very similar to the Meta rig bones.