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If you want to make a "quick and dirty" workaround, you could either...
- In Blender, add a new bone at 0,0,0 called "rootTransform" and parent the pelvis/other root bone to it before importing the animation, or...
- In Source Filmmaker, lock the pelvis/other root bone, use the procedural "Playhead" preset on the "rootTransform" bone to "transfer" its animation to the pelvis/other root bone (because that it's locked and won't be affected by the "rootTransform"'s motion being deleted), then unlock the pelvis/other root bone before exporting the animation.