Allow option to specify a bone to use as the "Root" bone for root motion in animations

Re-targeting animations, and working with root motion animation, is a pain in the neck currently. I have so many assets where they’ve animated the “Pelvis” bone, and have left the “Root” bone grounded and stationary with no animation. The engine only uses the “Root” bone for root motion, but so many of my asset animations simply don’t work because they’re essentialy 1 bone off in the skeleton hierarchy.

Being able to specify which bone to use as the “Root” bone would help tremendously. Especially if it’s only one bone down in the skeleton hierarchy.