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Settings Reference

All settings live in Editor Preferences → Plugins → TakeForge - reachable from TakeForge → Settings... on the main menu bar - and are also shown in the pre-action options dialog (and in the panel's Defaults section, pictured). They persist per project, per user.

The Defaults section of the TakeForge panel

Bones​

SettingDefaultDescription
Pelvis BonepelvisBone whose travel is transferred to the root. When the skeleton has no bone by this name, auto-detection takes over: exact names (pelvis, hips, hip, mixamorig:hips), then the first bone with 3+ children (spine + two legs). None skips straight to auto-detection.

The root is always the skeleton's bone 0 - on UE5/MetaHuman skeletons, root.

Smoothing​

SettingDefaultDescription
Smoothing Strength4.0Gaussian sigma in frames used by Smoothed Root Motion and In Place. ~2 removes jitter, ~4 removes hip sway, 8+ approaches a straight path. Range 0.5–60.

Motion​

SettingDefaultDescription
Start At OriginonSubtract the first-frame offset so the root path begins at (0,0).
Transfer YawoffCharacter turning (rotation about the up axis) also moves to the root. Enable for turn animations with root motion.
Transfer VerticaloffVertical pelvis motion moves to the root. Leave off for ground locomotion (it would pump pelvis bob into the capsule); turn on for jumps, ladders and climbs, where the height is the motion.

Sync Markers​

SettingDefaultDescription
Add Foot Sync MarkersonPlace markers at heel strikes on a FootSync notify track.
Left / Right Foot Bonefoot_l / foot_rFoot bones. A name the skeleton lacks falls back to auto-detection (UE5/MetaHuman, generic, and Mixamo names), so the defaults work on any rig.
Left / Right Foot Marker Namefoot_l / foot_rWhat each marker is called. Sync groups and distance matching pair markers up by name, so this has to match what the rest of your setup expects.
Add Foot Contact CurvesoffAlso write per-frame contact curves - 1 while the foot is planted, 0 while airborne. For motion matching and foot planting, which sample the pose rather than listen for events.
Left / Right Foot Contact Curve Namecontact_l / contact_rWhat each contact curve is called. Epic's Game Animation Sample reads these names.
Foot Contact Height Fraction0.25A foot counts as planted while within this fraction of its vertical range above its lowest point. Range 0.05–0.9.

Retarget​

Cleanup run on retargeted takes as part of the same action - see Then run.

SettingDefaultDescription
Retarget Fix Track OrderonRewrite bone tracks in hierarchy order; retarget output is a classic source of out-of-order tracks.
Retarget Add Sync MarkersonRe-detect foot plants on the new rig, since proportions move them.
Retarget Foot LockonFoot Lock with whole-take ground snap - retargeting onto different proportions is what makes feet slide and float.
Retarget Sync IK BonesonBake the ik_foot_* and ik_hand_* bones to follow the real ones. Runs last, after Foot Lock.

Curves​

SettingDefaultDescription
Add Speed CurvesonWrite RootMotion_Speed (cm/s) and RootMotion_Distance (cm) float curves to outputs.

Motion Matching​

Names for the curves Add Motion Matching Curves writes. The graph samples curves by name, so these have to match what your Animation Blueprint and choosers read.

SettingDefaultDescription
Enable Warping Curve Nameenable_warpingWritten flat at 1 or 0 - the action asks which.
Speed Data Curve Namemovedata_speedTravel speed in cm/s at every frame, or one constant value.
Phase Curve NamephaseGait phase, 0-1, wrapping at each left-foot strike.

Looping​

SettingDefaultDescription
Loop Blend Frames8Frames at the clip end blended into the first-frame pose by Make Loopable. Range 2–60 (clamped to a third of the clip).

Align​

SettingDefaultDescription
Forward Axis+XAxis the net travel is rotated onto by Align Travel Direction.

Output​

SettingDefaultDescription
Create New AssetsonCreate a suffixed copy per action (non-destructive). Uncheck to rewrite the selected asset directly (undoable in-session). Trim and Retime additionally offer this per invocation; Split always creates new assets.

UI​

SettingDefaultDescription
Show Options DialogonConfirm before each action: menus show the settings dialog, panel actions without their own options confirm inline (targets + defaults). Uncheck for immediate runs with saved settings.
Use Icon LayoutonPanel sections as a compact icon grid (hover for the full description, click for the inline details). Uncheck for the full-text list; the button beside the panel's search box toggles it too.

Output suffixes​

ActionSuffix
Exact Root Motion_RootMotion
Smoothed Root Motion_RootMotionSmooth
In Place_InPlace
Make Loopable_Loop
Align Travel Direction_Aligned
Trim to Range_Trim (+ _Head / _Tail with Save Removed Parts)
Split into Segments_Seg1, _Seg2, …
Adjust Motion_Adjusted
Retime to Speed_Retimed

Name collisions get an automatic numeric suffix - existing assets are never overwritten by the create-new path.