It's all about forward progress man. I've actually been doing some work with root animations. I did some messing around and figured out how to run some python scripts to fix the root bone issues I was having with mixamo animations, but it has wider implications when making animations "root motion" compatible. I'll try and write something up on what I've found and share it soon. Do you use mixamo animations?
Do the animations you have already have a root bone? If not, I can probably figure a way to add it like the mixamo addon, then I can run my scripts to 0 out the root bone. It's a whole different world though haha I'm figuring it out bit by bit
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I've already written a root motion controller for soul's likes already. I use my own Blender plugin Rigodotify for rigging, which creates a miximo/unity/Godot compatible skeleton from a Rigify base. And it includes root bone. So I'm good actually.
I used to use the mixable animations, but I don't like how they're commonly found everywhere, so I try to just make my own now.