The idea is to animate the global object with full lateral motion. character studio then creates states based on the actual motion of the global object. After the states are created, the animation is stripped from the object. When delegates linked to clones of the global object come close to the actual motion recorded in the state, then the appropriate state is used to trigger the motion clip.
This technique is used to minimize sliding feet. If you animate a creature with many legs, you should animate lateral motion as well a leg motion. Then you create clips that record and then strip out the lateral motion that you created. When the delegate approaches the speed and direction you created originally on the global object, then the leg motion clip will be activated by the state; leg motion will be accurate relative to speed, preventing sliding feet.
Also, if you've changed the animation on the Global Object, you can re-apply it to a clip simply by clicking Modify and then clicking OK to close the dialog. The change will affect all the objects being synthesized.
You can use this function in several ways. First, if you've changed the animation on the Global Object, you can restore it from a stored motion clip with Copy To Object. Also, if you've edited the clip in Track View (Global Tracks Block Control Global Motion Clip:: ...), you can apply it to the Global Object with Copy To Object.