I’ve recently been fighting an issue with respect to rootmotion (something I’d like to incorporate) : Mixamo animations don’t have a root bone, they apply translation directly to the skeleton root bone (ie the hips).
I’ve come up with a 14-point workflow (for Blender) for adding root bones to affected animations (ie those that contain root motion). It involves creating a new root bone for the hips, between the feet, which coincides with where we expect the model origin to be:) I appreciate that it would be astute to use the same root bone name on every affected animation. The workflow involves creating a new bone at (typically 0,0,0), adding translation keyframe channels to the new bone, copying the translation of the “previous” root bone (generally “Hips”) to the new bone, deleting the translation keyframes from previous root bone (except for the first key), and parenting the hips to the new root bone, while preserving offset. It’s exhausting!
My question is in two parts - since I am changing the skeleton hierarchy, will I also need to re-export the Model? And secondly, will I need to perform these changes to all animations - even though some don’t need it - or will exported animations target the most appropriate root bone, even if some bones fail to be mentioned?