Should I Convert Root Motion to In-Place for a 2.5D Platformer Using Opsive’s Character Controller?

I’m working on a 2.5D single-player platformer and using Opsive’s Character Controller to handle movement, jumping, and dynamic interactions.

My workflow so far:

  1. Rigged my character in iClone 8 AccuRig.
  2. Applied mocap animations and exported them from iClone.
  3. iClone merged all animations into one long action, so I had to manually split them in Blender (~7000 frames).
  4. Since the animations were Root Motion-based, my character kept shifting position with each animation, making transitions difficult.
  5. After importing into Unity, I ran into issues with movement and interactions when using Root Motion.
  6. After research, I found that In-Place animations are recommended for character controllers like Opsive’s.

Now, I want to convert all my Root Motion animations into In-Place, but I have two main concerns:

My Questions:

  1. Is Root Motion necessary for a 2.5D platformer, or should I switch everything to In-Place?
  • My game has dynamic interactions (pushing objects, climbing, physics-driven elements), and Opsive’s Controller is handling movement.
  1. Do I need to go back to iClone, or is it enough to modify my animations in Blender?
  • I’ve already split 7000 frames into multiple actions manually, so redoing this would be a massive effort.

Additional Notes:

  • If I stay in Blender, my plan is to remove Root Motion by clearing the root bone’s movement while keeping rotations.
  • I want the character’s movement to be fully controlled by the character controller, not dictated by animations.

Would love to hear insights from others who’ve worked with similar setups. Thanks!