I haven't been able to figure this out either actually. I use Anima2D and the pivot is in the center. I don't think it causes any issues though, so I haven't tried working on the issue.
If you have one to share, please post screenshots to illustrate your current setup and character hierarchy. The recommended hierarchy when using Anima2D is described in the wiki.
The pivot should be set when creating the Anima2D rig. Ignoring AC for the moment, the shared parent of the sprites and rig should be assumed as the pivot point, and the rig's root should have a local position of (0,0,0). The pivot should be set correctly before incorporating it into AC.
If you've already got an AC character, try unparenting the Anima2D objects from the AC character root, and amend the Anima2D-only section as necessary, before re-attaching it to AC.
Alternatively, you could try placing a second empty child object between the root and the sprite child, place this new child at (0,0,0) and make it the new sprite child. Then take your original sprite child (which should be the shared parent of both the rig and the sprite meshes) and reposition to suit.
Comments
If you have one to share, please post screenshots to illustrate your current setup and character hierarchy. The recommended hierarchy when using Anima2D is described in the wiki.
The pivot should be set when creating the Anima2D rig. Ignoring AC for the moment, the shared parent of the sprites and rig should be assumed as the pivot point, and the rig's root should have a local position of (0,0,0). The pivot should be set correctly before incorporating it into AC.
If you've already got an AC character, try unparenting the Anima2D objects from the AC character root, and amend the Anima2D-only section as necessary, before re-attaching it to AC.
Alternatively, you could try placing a second empty child object between the root and the sprite child, place this new child at (0,0,0) and make it the new sprite child. Then take your original sprite child (which should be the shared parent of both the rig and the sprite meshes) and reposition to suit.