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TheShyGuy

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  1. You could allow the animation to move the character using a unique bone.  This way, foot slip can be avoided by the animator's doing.  However, this also means that in-place walking or running loops wouldn't work for the idea I'm describing.    The bone can be whatever makes sense for your game (Hip, waist,or root bone).  Since the unique bone affects the position of the player, it would make sense to actually animate it. In the animation engine, just move the actual player based on the change in position of the unique bone from the last frame. Or when an animation ends, loops, or is interrupted (the player got hit), add the unique bone's local animation position to the actual player's location.   I know you're making a football game, but let's just say you're making a platformer.  There's alot of jumping and whatnot.  After reading what I said above, you might be tempted to have a unique bone control the jump height. But that could lead to a problem if you want the jump height to be a bit dynamic and depend on how long the "A" button was pressed. What you might actually want to do is just animate the jump in place.  Then in the game, add in whatever jumping physics you want to change the position.    Anyways, this allows your animator to have better control not only over foot-slip, but the speed and movement dynamics of players.  A slow runner would only run slow because of his animation.