How to move player after animation

Hello, I’m trying to move a player with an animation that makes him jump forward.
The problem is when I press the key to run the animation, the player goes forward and then, when the animation ends, the player goes back to the start point.

I know the solution is to move the player position when the animation runs, but the problem is that I can’t do it because in FixedUpdate I get the position through Input.GetAxis().

     static Animator anim;
     private float Speed = 2.0f; 
     public float rotationSpeed = 150.0f; 
     public float WalkSpeed = 2.0f; 
     public float RunSpeed = 4.0f;

     void Start () {
          anim = GetComponent<Animator>();
     }
	
     void FixedUpdate () {
          float translation = Input.GetAxis("Vertical") * Speed;
          float rotation = Input.GetAxis("Horizontal") *  rotationSpeed;
        
          translation *= Time.deltaTime;
          rotation *= Time.deltaTime;

          transform.Translate(0, 0, translation);
          transform.Rotate(0, rotation, 0);

          if (Input.GetMouseButtonDown(0))
          {
               anim.SetBool("isIdle", false);
               anim.SetBool("isTurning", false);
               anim.SetBool("isWalking", false);
               anim.SetBool("isRunning", false);
               anim.SetTrigger("attack");
          }
     }

You have to enable root motion for your animator,
110034-capture.png

After a lot of work and trying different things I found the solution.
I switch the animation type to Humanoid and on every animation I change the animation defenition to Copy from other avatar and then I selected the main player.

In Animations tag I had always an error saying: "Imported file ‘standing death forward 01’ conversion failed: Required human bone ‘Hips’ not found.
To solve that error I just had to click on Update button on Rig tab.
111380-sem-titulo.png
Finally, I checked the Root Transform Rotation and the Root Transform Position (Y) and it worked really well.