His actions look great in your animation software, so you convert it and drop it straight into the game. When you play the sequence back on the game platform, it seems to take an eternity for the Kung-Fu Master to execute his move. He also lands facing the wrong direction. Since the Kung-Fu Master is no longer available for capture sessions, you have to sit down with the animation programmer and revise your flow charts, or significantly edit the Master's motion data. Creating faux moves before your session could have saved you this trouble.
Vellum is strong, semi-transparent paper.
The closer those two poses are in the captured data, the less blending you'll have to do between moves. We never managed to get the previous and following moves viewable during a capture session. For the above flow chart, we would have recorded Stand Ready and Stand Crouched. Arrange the subject in the proper pose. Mark the subject's foot positions on the floor.