just trying to think out loud here :
* using a copy transform to an empty that controls the bone position , this "breaks" the fbx armature heirarchy on purpose because its heirarchy is incompatible with rigify or any sane person's concept of how a rig should work .. but how would you respect the fbx armature parenting relationship while at the same time using rigify to modify the mocap armature actions???
link to steps doing this :
probably will just have to toggle between influences and manually pose rigify to match up to the old mocap data and then once i have keyframes working on the rigify armature *then* i can modify that and bake new animations from *that* *cry*
prsm.space the yogurt of dream frenz