No, afaik animating the root part won’t trigger collisions
Your best bet is :ApplyImpulse
or any other physics object will abide by collisions. If you want the force to be constant, use smth like VectorForce, otherwise just use :ApplyImpulse
. Create an animation like usual, (dont animate the root part) and then when you play the animation, just do smth like:
local Force = 100
HRP:ApplyImpulse(HRP.CFrame.LookVector * HRP.AssemblyMass * Force)
Which will push the character forwards in the direction they are facing