We have a work-in-progress of root motion which will be out soon, but that is for montage, not for blended animation.
Generally the way root motion works is to play animation and extract how much root track has been transformed, and then forward that to movement code to move that amount with collision enabled.
The stutter can be seen if it has a frame of delay(in other words, wrong tick order). Say you’re playing animation and you extracted the root, but you’re not feeding it to move right away, but movement is using the previously extracted value.
We don’t support blended root motion yet, which is what you’re asking here. The hardest part is not the part I described above, but the replication part. Root motion is not easy to make it work nicely in client/server. What we’re working on right now is to work montage to work with root motion.
Foot sliding can easily happen in any locomotion animation. If you have a steady constant speed of locomotion, blendspace would work fine without root motion. What root motion can do well is if you have irregular locomotion animations - i.e. limping.
Thanks,
–,