Transforming along a path

I have some small expereinces with *.mel and I'm standing in front of some questions.

Lets take a rigged skeleton, which is animated using expressions, like the one we can find on this page in tutorials made by Federico Cascinelli.

I would like to move that character along a path. But all the the end effectors have counted the possition based to the world coordinates. ( So if I move the skeleton the end-effectors stays on their computed position )

? I think it's enough to add the skeletons center objects ( the object I will move on the path ) tx,ty,tz values to the expressions of the end-effector. Am I right?

? How is it with the rotation. Can I do the same thing? Cause I'm not sure. Or should I use transformation matrix over the whole thing? If Yes, how?

? Or do you have any other idea how can I solve this problem?

I'm not entirely sure which skeleton you're refering to, but I would guess it could be as simple as grouping all the animation controllers (end effectors, whatever) together under a transform, and then assigning that transform to the path. This way, the expressions still work in space relative to the new transform, and the transform itself is animated along the path.

I was referencing to this skeleton

http://www.highend3d.com/maya/tutorials/dreamlab/walk.3d

but I will try to do it the way you told me, so see you tomorow

So I did it as you told me to group it together, It seem to be working. BUT 2 of my 8 end efectors were transforming strange way, what can be the problem?

YOu probably have double transform, be sure they dont inherit the transform from multiple locations!