Ground Frames are used for player shapes to sync the player's animation speed with the player's actual speed of movement. They can be used to prevent the "slipping" or "skating" problem in which a player's feet appear to be moving at the wrong speed. Ground frames are also used during a player death animation to align the player's corpse to the ground when the player dies on a slope.
In order to export ground frames, a custom "Bounds" mesh must be present in the scene. The Bounds mesh object should be named "Bounds", and should be large enough to encompass the player shape in all animation states. The animation of the bounds mesh over the course of a sequence is used to determine the ground transforms that are written out.
The number of ground frames that are written out is controlled by the "Ground Frames" slider on the Sequence Properties panel of the exporter user interface. For player "run" animations, this should be set to 1. For player death animations, this value can be set to 1 or any higher number, up to the number of frames in the animation.
For player "run" sequences, the bounds box typically starts at frame 1 of the sequence with its pivot at the Blender origin point (0,0,0), and is moved forward by approximately the distance that the player would travel in one "loop" of the run animation. The player should be animated "in-place" and should not be moved forward along with the bounds box.
The default maximum timescale for animations is 1.5x. This means that by default, the Torque game engine wouldn't play a "run" animation more than 1.5x faster than its original speed, which is not very noticeable. This value may be set explicitly in the player datablock using the "maxTimeScale" setting:
maxTimeScale = 30;