In the game files I am working with, the animations used for moving the camera encode the motion of the game object. This is supported by bs::f, but only for perfectly looping animations.
I have a human character with an animation for running forward. In the animation, the character will run a few meters towards the X-axis. Then it is reset back to zero as the animation goes into the second loop.
In the original game, the delta in position between animation frames was added to the objects position, except for the final jump back to zero.
Right now, in bs::f, the animation is played correctly and the position of the root node is transferred correctly to a scene object, but it does also reset back to zero as the animation is looping.
I hope I explained it so you can understand what I mean. If so, is that something bs::f supports or should support?