I have taken the time to start a tutorial series on creating Root Motion from scratch over on our forums at forums.filmstorm.net. I feel it would be better to interact and answer questions you might have about these tutorials, also you can share your own workflows and help collaborate with others to enhance everyones game development journeys.
In the tutorial I cover how to set up the root bone and explain what makes Root Motion. I delve into constraints and relation bindings that help transfer rotational and translational data from the hips/pelvis bones to the root bone. We also cover setting up a Character extension in Motionbuilder for easy baking when moving between Skeleton and Control Rig editing.
Once you learn how everything goes together, it will make your motion editing that much faster and more efficient.
I can't wait for you to try it out!
If you're feeling adventurous after doing this tutorial, check out the advanced tutorial where we set up a root motion turn left 90 degree animation. We cover how to correctly clear baked root data and calculate which rotation direction the root bone should follow in order for it rotate correctly. We then use filters to clean data to make the root bone ready for keyframing.