Turn in place animation

Well turns are like any other root motion in that whatever direction the arrow is pointing the player will come out of the turn in that direction. Just wire a key as the turning event and if root motion is applied then it should turn.

Jumping is tricky and have not yet figured it out. There is a catch 22 in that jumping is not really a locomotion state but a physics event of the player always being in a state of falling so when triggered the RM runs as it should but the jump tends to look more like a hop due to physics pulling the capsule down at the same time. I have a couple of ideas but the best would be to do jumps as normal with out the use of root motion