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Aug 23, 2022 at 21:35 comment added user3345048 One interesting thing about this answer is that the "best" practice explained here is actually only for Movies. For development in video game, it's a completely different thing and, in case of complex "pieces-by-pieces" collection of mesh, it's expected that all pieces are set and separated properly though parents with the right naming. (For example, you might have a parent for all the heads models, 1 for all the chest armor, 1 for all the boots, etc. This is the standard in 3D assets for video games.)
Dec 10, 2021 at 15:51 comment added Marty Fouts There's moving the object to place it initially in the scene and there's moving the object to keyframe its position. Moving the armature is for the first purpose; moving the root bone is for the second.
Dec 10, 2021 at 15:40 vote accept Sidney
Dec 10, 2021 at 15:39 comment added Sidney The point with moving around the object, isn't that the soul purpose of the root bone?
Dec 9, 2021 at 23:42 history edited Marty Fouts CC BY-SA 4.0
added 145 characters in body
Dec 9, 2021 at 15:42 history answered Marty Fouts CC BY-SA 4.0