Create a Root Motion based animation system

I forsaw this haha, these are some animations that have recently been exposed that I found for the new locomotion system that use Root Motion, feel free to take a look at them!

Animation links

loco_walk - Roblox
RunRM - Roblox
IdleToRun180R_RM - Roblox
IdleToRun180L_RM - Roblox
IdleToRun90R_RM - Roblox
IdleToRun90L_RM - Roblox
RunToIdle_RM - Roblox
IdleToRun_RM - Roblox

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So, where is this rootmotion at?

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4 years… any minute now. anyy minute now

I tried recreating this using Positioning, CFraming and literally everything else possible using constraints.
I almost succeeded with it, BUT YOU LITERALLY CAN NOT move the ROOTPART that has all of the bones in it, speaking of it as I am using a custom character here. I hate roblox with all of my flesh for doing this.

Thus, resulting in humanoidrootpart being moved along with the animation,but not RootPart.

2025 and no RootMotion :clap::clap::clap:

Very cool roblox!

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Also tried moving Motor6Ds, well, that didn’t work.

The only way to mimic root motion animations at the moment is to create a reference point or bone of some sort in the animation which you can use to move the character with Humanoid:Move() or something similar, with a few different methods to do it.

The most consistent i’ve found was to create a “Move” bone, where the bone position is a vector to feed into Move() calls, similar to joystick movement, but its a really hacky way to implement root motion since you can’t actually move the root yourself. You can also convert animations by converting them into curves / keyframes, and creating an animation for the bone based on the velocity of the root bone, and then playing the new animation in place of the root animated one, however upward and downward root motion will still only be possible via :ApplyForce() or BodyVelocity or something similar; this is something Unity does when you set up root motion animations

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Best way to add root motion is to make your own character controller

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