I'm not sure how to move the pivot point. The way the character imported into Unity there are two GameObject. The first contains the the Animator, RVOController and a script I wrote to control the character (Pictured on the left). The second GameObject (a child of the first) contains the Skinned Mesh Renderer (Pictured on the right).
It looks like the pivot point for the parent object is at the feet, and the child object has the pivot point at the hips. When I open the FBX file in blender it looks like the pivot points for the mesh and for the skeleton are at the feet. When I Googled how to set the pivot point of the animation I found people saying that the only way to set the pivot point was to make the object a child of an empty game object. I tried this, but it didn't change anything.
Thanks very much for the help!