It would appear that when importing models/animations from Blender you must select “legacy” as your mode - which also appears to not support root bone movement/translation.
I’ve successfully used iTween to push my game objects around the world while they’re animating (using in-place animations in Blender) but this is very hard to achieve with things like jumping flips and somersaults. Things where a character rotates on some axis mid-animation. Ideally, I’d like to have all my animation handled by Blender but then any actual translation (any movement on an axis - not rotation) be handled with iTween calls so that my mesh, colliders, and game object all stay together.
Umm… I’m sorry, I’m not a blender artist, but this doesn’t sound correct at all.
Use the search function and look around to see if what you are experiencing is right.
There are a lot of blender animators in this forum, and I’ve never heard them state this before. You might be doing something incorrectly.
Unless you are talking about something other than a character, then… I don’t know for sure.
In blender : Add a bone called root to your object at 0,0,0
Parent all other bones you have to that bone (of course only the parents not all children)(when you move this bone in pose mode your whole mesh should follow the displacement without any deformations.
Unity:
You can define this bone as root bone in unity (I have to look it up myself when I am at home) after importing your model from blender.
All translational and rotational motion can than be applied to the motion
You can now make absolute animations in blender and unity will handle everything fine.