So firstly again I want to thank you very much for all the help as your guidance got me to the solution.
Well kinda xDD
Although it was a little bit more complex in blender than just copying and pasting the keyframes from pelvis bone to the root bone, that was the general gist of it and with that I did manage to get the character to turn in place as shown in the video below but the problem now is that the animation is to turn 90 degrees in each direction and instead the character attempts to turn as soon as I move the mouse which makes him look even more like with special needs…
I’m guessing I would have to setup the AO now and somehow combine that with the whole locomotion setup to get it work as I’d like it to (which is that only once the character’s upper body turn’s about 90 degrees in each direction then the turn in place animation gets triggered just for legs and legs follow up with the upper body)
Also now I’ve noticed that I’m having another issue of the animations bugging for some unknown to me reason only while running or sprinting forward-right which can be seen in the later part of the video… My best guess is that’s it’s the Motion Matching system trying to do its’ best with the crappy animations it got…
That all being said I wanted to get back to the way you mentioned the “Interesting trash … they have come up with” xDD
Judging by the way you referred to the new Motion Matching system I’m guessing you’re not a fan of it and I suppose my ultimate question would be… Is it even worth investing time in its’ current (very early) stage, especially with limited access to high quality root motion based animations or is it better to stick with the good ol’ state machines system at least for the time being until the new system gets more perfected and more animations are available (mainly the 500 animations pack that’s due to be released this month?