I completely understood everything you just said. Thank you so much. As for specific questions, yes I do have some if you could answer.
1. I don't want to learn animating from scratch, as I like to focus on environment and level design (I love those reconnecting levels in souls-like games). I would rather my animations are straight from mixamo. Just some simple stuff like walking, running, rolling, blocking, climbing, a few different attacks, etc. If I use your RiGodotify addon to rig my custom character, will importing it to mixamo for animating it remove the root bone or mess up things in any way? As far as I know, Mixamo animations dont have a dedicated root bone as it has hips set as the base of the skeleton.
2. If I can't use Mixamo to animate rigodotify's armatures, what way do you recommend someone like me to get those animations for my character.
3. Also, I have root boned my character in blender using the mixamo-root addon and it seems to work in godot fine. But the roll animation causes the player to roll high above the ground. I asked around and found out that in root animations, the root should be treated as the floor. My head's spinning with this info. I compared my root-boned character with your template character, and apparently the root bone in your character literally never moves from the origin point during spawn or roll animations, it just slides forward or backward during running motions and during rolls. Mine seems to move all over the place during animations. Ugh.
EDIT: Hmm, I just got root bones to work properly with finepointcgi's version of the addon. Now root bones slide around only when they should, as they should. Honestly, there is very few tutorials on this kind of stuff, compared to how much there is for Unreal or Unity. I was surprised by that. But I am glad I gave it a shot. Now I just gotta understand the new method of coding the actual movement in root motion. Cuz the good old velocity.x/z code motion is not the way. I will look at your template again and restudy it, though I'd still like your input on my points above.
Thank you very much for your help, friend. Let me know if I can help you out in return, maybe playtesting your game, helping with design, or just a fresh pair of eyes to look at it to point out any issues that you might overlook as that happens when an artist looks at his painting for so long that he doesnt see flaws in it. I think it is called "perceptual adaptation" or "familiarity blindness".