This is why we need a user friendly mainframe.
Because if you wanted to make a "jump" animation, jump higher,
and wanted to set the root bone to go up and down more extreme way,
then having the proper processing would come in handy.
I forgot the menu but there is a list of bones for each frame.
Here we would delete the root bone off the list.
Then set it at first from, then set the mid frame to very high z height
then the last frame back down.
Next go to each empty frame and just add the present position to the list.
No entering any numbers. But it is still a frame by frame process.
(however deleting the root bone off the entire list of frames is one action)
In Blender this is thousands of times faster then using the HEX.
Truly lefty's script is a great boon !!!!