> For the complete documentation index, see [llms.txt](https://animotive.gitbook.io/animotive-kimodo/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://animotive.gitbook.io/animotive-kimodo/working-in-sequencer/import-and-results.md).

# Import & Results

This page covers what happens after a generation reaches **Completed** in the **Kimodo Monitor** — where the assets land, how to review them on the timeline, and how to iterate.

## What happens at Completed

When a monitor row turns green, the BVH has already been downloaded, imported as a new `UAnimSequence` asset, retargeted onto your character's skeleton, and injected back into Sequencer as a new skeletal animation section on the body binding.

> While the new animation is playing back, the original Control Rig section is muted over the same range so the two do not fight. The mute is a regular Sequencer state — un-mute it any time you want to re-pose and re-export.

## Where the assets live

Two assets are produced under `/Game/Kimodo/Generated/<MeshName>/`:

* A **retargeted** Anim Sequence under `Sequences/` — this is the one Sequencer injects onto the binding for playback.
* A **non-retargeted** Anim Sequence (the raw SOMA77 motion before the retarget step) under the same generated folder.

The non-retargeted clip is included on purpose: it lets you verify your retargeter offline. If a generation lands with offsets or twists on your character, open both assets side by side — if the non-retargeted clip looks correct on Kimodo's SOMA reference skeleton but the retargeted version is wrong on your character, the issue is in your IK Retargeter mapping and not in the motion itself. This is especially useful for custom rigs where you may want to iterate on the Retargeter's chain mappings or retarget pose without re-running generations.

## Reviewing the result

Scrub the playhead through the injected range and watch for:

* **Bind-pose accuracy.** Consistent offset across the whole clip — arms spread further than intended, fingers rotated as a group, pelvis sitting too high or too low — usually indicates a mismatched retargeter rest pose. See [Verify the rest pose](/animotive-kimodo/setup/first-character.md#6-verify-the-rest-pose).
* **Foot contact.** Feet should plant on frames where you keyed the **Left Foot** or **Right Foot** channel of the **Kimodo Constraints** track. Treadmilling on flat ground with no foot constraints is normal output from the model.
* **Hand contact.** Same for **Left Hand** and **Right Hand** constraint keys.
* **Range and timing.** The injected section should match the time window of your prompt section. If it does not, check the prompt section's start and end on the Animotive Kimodo track.

For symptom-driven fixes, see [Troubleshooting](/animotive-kimodo/going-further/troubleshooting.md).

## Iterating

Edit the inputs you want to change — Control Rig keyframes, prompt text, Constraints keys — and click **Generate with Kimodo** again. Each click submits a fresh request and produces a new monitor row, a new Anim Sequence asset, and a new injected section on the timeline.

When the new section lands, any earlier injected section that **overlaps** its time range is automatically muted so the latest result plays without fighting the previous one. This is a regular Sequencer mute — un-mute an older section any time to A/B between runs. Earlier sections authored in a **non-overlapping** window are left active. The underlying Anim Sequence assets are never deleted.

## What's left behind

Animotive Kimodo does not delete prior runs. After repeated iteration you will see:

* Stacked injected animation sections on the body binding (the latest plays; earlier sections overlapping its range are auto-muted, and you can delete them when no longer needed).
* Multiple time-stamped Anim Sequence assets under `/Game/Kimodo/Generated/<MeshName>/Sequences/`.
* Constraint and prompt-section authoring on the Animotive Kimodo and Kimodo Constraints tracks, unchanged across runs.

Delete the injected sections and the underlying Anim Sequence assets when you no longer need them. There is no plugin-side cleanup pass.

## Baking to Control Rig

If you want to polish the generated motion frame by frame after Kimodo solves it, convert the injected animation into Control Rig keyframes using Unreal Engine's standard flow: right-click the injected skeletal animation section in Sequencer and choose **Bake to Control Rig**. The result is a Control Rig section with keys generated from the Anim Sequence, ready for hand-tweaking.

## See also

* [Animotive Kimodo Track](/animotive-kimodo/working-in-sequencer/animotive-kimodo-track.md)
* [Constraints Track](/animotive-kimodo/working-in-sequencer/constraints-track.md)
* [Animotive Kimodo Monitor Panel](/animotive-kimodo/working-in-sequencer/monitor-panel.md)
* [Troubleshooting](/animotive-kimodo/going-further/troubleshooting.md)
