Defining root motion policies for a walking character

In this task, let's take an example of root motion policies for a biped character walking on a ground:

// RED::Object* animController is a skeletal animation clip controller.
RED::ISkeletalAnimationController* iskeletalController = animController->As< RED::ISkeletalAnimationController >();

// Rotation is handled by the animation.
RC_TEST( iskeletalController->SetRootMotionPolicy( RED::RMC_ROTATION, RED::RMP_DEFAULT, false ) );

// Translations on X and Y axes are handled by the animation by applied on an external shape.
RC_TEST( iskeletalController->SetRootMotionPolicy( RED::RMC_POSITION_X, RED::RMP_DELTA, true ) );
RC_TEST( iskeletalController->SetRootMotionPolicy( RED::RMC_POSITION_Y, RED::RMP_DELTA, true ) );

// Translation on Z axis is handled externally.
RC_TEST( iskeletalController->SetRootMotionPolicy( RED::RMC_POSITION_Z, RED::RMP_ZERO, false ) );