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.