Rolling Mechanics without Root Motion

Hello all, for the past few days, I’ve been trying to use rolling animation with root motion. But since all my used skeleton and other animations are from mixamo, they don’t have a root bones. I have spent so long trying to use blendspace to add a root bones for both my skeleton and animation assets, but then realize they are not working properly, i.e. Some of the animations are messed up after, and I need to redo everything with my main character animation related, etc.
So now, I am seeking for an alternative for using root motion. I have read online that I can potentially change my character’s movement somehow when I play the rolling animation, so that I can achieve similar effects without actually using root motion.
My question is, what should I do to make that work? I am currently thinking maybe pause the movement when I hit the rolling input key, and then manually move my character with fast speed to achieve the rolling effects. Any suggestions? Please help!

Hi, you could add a root bone to your skeleton and then transfer the hip movement to the root.

If you do not want to use root motion, then you could manually lock the character movement input during the roll, but this might/will be a pain to maintain especially if you want this for several different animations:

I have tried adding the root bone to my skeleton, what do you mean by transfer the hip movement to the root?

Open the animation in a 3d modelling program (like blender) and then copy the hip location keyframes to the root. Then remove the hip movement keyframes. Here is a video how you would do it in blender Mixamo to Blender to Unreal Engine 4 - "proper" rootmotion animation - YouTube