Not having bone translations would severely hinder/limit facial animation. First, an animated example (best I could do 5 days before Christmas, sorry x.x):
https://gyazo.com/91b3b2bce5d7e4ff457ef2662d8bc53b
No Translation:
Notice that the range of motion is severley limited. We can only move the skinned vertices on a spherical plane coordinate, causing unrealistic eyebrow motion. Even if we moved the base of the bone further away to make the motion more natural- it would only be useful for that one particular motion. You would need a new bone origin for every eyebrow expression.
With Translation:
By keeping translation, we are able to make subtle motions of the brow, with no trouble at all. A wide range of positions are available because we are not constrained to a spherical surface.
https://gyazo.com/8183ac5c2ea0dad33b9b2dc686fbc621
Some History as to why modern game enginesuse bone translations:
Iirc (feel free to correct me) back in ye olden days, maybe even some ye new days, skeletal animation in engines were rotation only, e.g. 3x3 matrices. Modern engines handle 4x4, allowing for translation.
Do you want to see what happens when all you have are 3x3 matrices- e.g. no translations?
"
We're looking at a bone count of about 50 bones. Why? From the text (source at the bottom) without these extra bones, the text says: "the bones would likely not deform in an anatomically correct fashion"
[ https://udn.epicgames.com/Two/SkeletalSetup.html ]
Without these bone chains, each bone would be able to move in only spherical coordinates, can you imagine your eyebrows moving on a sphere and only a sphere? I can't. So these extra bones were inserted between the root and the end point to allow them access to the whole 3D area, rather than a spherical segment fo the 3D area.
If it weren't 5 days until Christmas and then new years soon after that, I'm sure I could make more custom tailored examples- but hopefully this establishes the need for translations atm.