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