Jump Sword Attack Movement: Driven by Animation or Vector?

Root Motion sounds good. If my english is well enough, it says that the Animation moves the character mesh forward and “Root Motion” keeps the capsule always at the Root Point of the Bones.
So that we always have the collision etc at the right place.

I think there are pros and cons to both ways. And that is what i’m asking for. That this question depends on my game is pretty clear, although i didn’t know if code driven movement is possible
for this kind of animation. I would need to match the speed of the animation exactly to make it look good.

I guess i will try to really let the mesh move with the animations and use Root Motion to keep track of the capsule etc.

Is it right, that i can use a transition between the Jump and some “Jump was blocked” animation to let the character get repelled by a shield or something?
Like: “If SwordJump && Enemy->Blocking == True” -> Transition to some throw back animation, although the Mesh Movement depends on the Animation.
It’s hard to imagine all of this without knowing much about it :smiley:

Sorry, i’m really bad at animation. I am more a coder :D, but i need to get some simple animation ready to test Zelda(Link) like Movement.