It’s great that there’s some documentation, but I found it really hard going and not hand-holdy enough.
It would be great to split it into parts for humanoid and another for generic and think about people creating quadrupeds, with a standard set of guidance and rigged examples & example bone structures. Handling rotation where models do not return to the neutral position, and solving issues like sliding feet when you rotate the root node would be really useful to accelerate developers.
Also it’s not clear why some of the options appear to be animation specific, but they really aren’t.
E.g. there’s a specific root motion setting, which you think would be ‘per animation’ but actually isn’t - surely then, (is it a bug?) it should be a rig setting.
Many thanks