Quick answer: Godot 4 FBX import baking root motion into the skeleton's position track? Default import doesn't extract root motion - configure the import advanced settings to split.

Walk cycle plays in place in Blender. Imported to Godot, the character translates 5 meters forward per cycle.

Configure root motion extraction

Asset import > Advanced > Skeleton 3D > Bake Root Motion. Splits the motion into a separate root_motion track.

Or strip in DCC

In Blender, animate the rig without root translation; let gameplay code drive position. Cleaner workflow long-term.

Use RootMotionView

Inspector helper visualizes root motion as a 3D arrow. Verifies the extraction before runtime.

“Root motion is a contract between art and code. Choose the contract; document it.”

For character animation, decide on root-motion vs code-driven motion at project start. Mid-project switch is days of re-import.