Locomotion System walk animation too fast

I'm trying to use the Locomotion System with character models and animations from animeeple.com; unfortunately, the walk animation always turns out in super fast speed using the Locomotion System. Here is the end result..

http://nub2pro.com/dev/LocomotionTest.html

A few notes about what you see...

1) The two background characters are simply the models with the Walk animation playing by default and the IdlePose animation playing by default. Neither has the Locomotion System applied (no loop on walking animation, refresh to see walking animation played initially).

2) The foreground character has the Locomotion System applied per the documenation instructions

3) If you hold down Shift to run, the animation looks pretty good -- the issue is unique to walking

4) I'm using the FBX export option in Animeeple and when importing to Unity I found I had to change the FBX importer scale from 0.01 to 1.0 to have an appropriate scale.

I've rebuilt this three times from scratch starting with a new Unity project each time and using different models and different walk animations from Animeeple but I always get the same result. The walk animation is always much too fast and the run animation always looks pretty good. The controllable character walk should look similar to the background character walking but it is not even close.

Specifically, I'm doing these steps in Unity...

1) Create a new project and creating a basic terrain (I also added a plane above the terrain to see if flat surface would help)

2) Import the Animeeple model and Locomotion System code + character controller scripts

3) Adding the model to the current scene

4) Changing the layer of the model instance to be "Player"

5) Adding a Character Controller component (and adjusting the collider appropriately), Normal Character Motor, and Platform Character Controller scripts to the model instance

6) Adding a Leg Controller and adjusting the Ground Height slightly to be at the feet of the model instance

7) Setting the Grounded Pose to be an idle animation (I've tried both multiframe and single frame idle animations)

8) Setting the Root Bone appropriately

9) Adding each Leg to the leg component and filling out the fields appropriately. I end up with 2 gizmos around each foot as expected.

10) Adding all the animations involving the characters legs into a Locomotion group, settign the Idle animation's drop down to Grounded, and clicking Initialize. The status changes to Initialized as expected.

11) Updating the Max Forward Speed based on the calculated native speed of the Sprint animation

12) Updating the Walk Multiplier based on the ratio between the Walk animation native speed and the Sprint animation speed

13) Adding a Leg Animator component to the model instance

I've tried tweaking various settings in Leg Animator but no luck. So, what is likely going wrong with my walk animation when using the Locomotion System?

It looks like the walk animation is several cycles long. The Locomotion System only works with walk/ryn cycles where each leg takes only a single step. For example an animation for a human should contain just one step for the right leg and one step for the left (the order doesn't matter).

If you change the walk animation to contain only one cycle, I'm fairly sure the problem will be solved.

Rune