To stop the movement animation, simply delete the animation keys along the "Y" axis for the root bone that connects to the model's coccyx – Attachment 75777
Yes, it’s indeed a great method, and no intermediate conversions are needed; thank you!
However, I noticed that in some models, several bones move forward along the Y-axis (I suspect this happens when the model consists of multiple meshes). In general, you can quickly identify these bones by exporting the animation to SMD and then running a script that tracks which bone numbers move forward along the Y-axis during the move animation. After that, you can remove the animation keys for these bones in 3ds Max.
Although, I just tried using this method to fix the move animation for the swordsman, and in his case, this method didn't work. Four bones are moving: 1 - Sword_joint, 2 - Shield_joint, 3 - SpeedLineSword, and 9 - Hip. They ultimately move the same distance, but their frame-by-frame shifts don't match. If you try to simply eliminate the forward movement for these bones, the sword and shield will not move along the Y-axis, and as a result, in some frames, the sword and shield start falling out of the swordsman's hands.