depredor2018 (5/28/2022)
Please add Constraints and Fix the FK Rig components please, thanksGithub Issue 81I don't think the rig is being setup properly. The Arms are stretching and doing funny things and none of the other components seem to be working properly...the heads coming off leaving the teeth behind...the pelvis is rotating with the FK leg components but leaving the legs behind

Ok I can see that the issue is that no constraints are being added....also I might add that when I rotate the FK components nothing happens...and when I rotate the neck the head doesn't move with it...they aren't chained together properly
I'll deal with this here since Gituhub issues tend to vanish when closed and I want something to link to if I need to keep explaining this.
You need to understand how to control the various aspects of the Rigify Rig. Each limb of the rig has it's own set of properties that control whether the rig shows the FK pose or the IK solution (or a blend in between), how much IK stretch is allowed, functions to convert key frames between IK and FK and various other properties such as head/eye tracking mouth lock and pole alignment.
You will find these panels, in the
Rig Main Properties and
Rig layers panels of the
Item tab, with any control in that limb selected:

By default, each limb of the Rig is Full IK mode with full IK stretch enabled. So moving the FK controls will not appear to do anything until the IK-FK property slider of the limb is changed.
Each limb (left arm, right arm, left leg, right leg, spine and head) has it's own set of independent properties. All of these properties can be animated in actions with key-frames or be controlled with drivers.
So hopefully you will be able resolve your control issues with this.
The
Rigify documentation is pretty sparse and doesn't really explain how to use it, I don't know if anyone has any links to better information or tutorials on how to control Rigify?
That said:
There is a bug in
Rigify 0.6.5 that comes with Blender 3.1. Rigify 0.6.5 added toe IK/FK controls and the IK stretch on the toes is not controlled correctly by the leg IK stretch property and the toes are left at full stretch. I've looked at the constraint logic underneath it all and there
may be a way to fix it.
Edit: If there is still a situation that leaves the teeth behind let me know how to make that happen, as that is obviously not supposed to do that.