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Check Take

A read-only report on any Animation Sequence - see what the tool sees before committing to processing. No assets are modified.

A Check Take report

The report also includes a ground contact line - how far the planted feet sit above or below the floor, and over how many contact windows. Feet that float or sink are invisible in the viewport at a glance but obvious here; Foot Lock's ground snap is the fix.

The report​

Walk_Take3

Frames: 420 (14.00 s @ 30 fps)
Pelvis: pelvis Root motion flag: disabled

Net travel: 640 cm at 4.3 deg (0 deg = +X)
Average speed: 46 cm/s

Foot plants: 11 left (foot_l), 11 right (foot_r)

Loop mismatch: 3.2 cm / 6.1 deg -> close - run Make Loopable

Line by line:

LineWhat it tells you
Frames / duration / fpsSanity-check the import; spot wrong-fps imports immediately
Pelvis / root motion flagWhich bone the tool will read, and whether Enable Root Motion is currently set
Net travel + directionHow far the take moves and how far off-axis it is - a direction well away from 0° (or 90° for +Y rigs) means you want Align Travel Direction
Average speedWalk vs jog vs run at a glance; feeds naming and blendspace placement
Foot plantsDetected heel strikes per side with the resolved bone names - if counts look wrong, tune Foot Contact Height Fraction before processing
Loop mismatch + verdictWorst start-vs-end pose difference across all bones (root excluded)

Loop verdicts​

VerdictMeaning
loops cleanly as-is< 1 cm / 2° mismatch - cycling already works
close - run Make Loopable< 8 cm / 15° - the default blend window will absorb it
poor loop candidateLarge mismatch - trim to a better cycle first, or accept a visible correction

Batch behavior​

On a multi-selection, reports are shown for the first 3 assets (one dialog each) to avoid a popup storm. For auditing whole folders, use the scripting API - GetAverageSpeed and friends - and print your own table.