This is a standalone, importable, one-second-per-footstep, highly customizable walk cycle that can be used for various scenes! The intention is for this to be a good starting point if you need your character to walk around in a setting. The actual scene itself is just a demo of the walk cycle, but the real resource here is the Timeline animation file. You can import this into your Timeline instance and use it to have your character walk around in your scene. I've included some screenshots and examples below, explaining in a bit more depth how to actually apply this to a scene. I've already put it to use in a few different ways and I hope it will prove useful to other scene creators. Please leave feedback and comments! Thanks <3 |
Importing the animation
Customization
Obviously, just importing the animation will give you a single, two second cycle of the walking animation, so you'll want to extend it out to whatever length you need for your scene, and then customize the pathing as well, using the 'control' target in timeline. This is the base control for the character itself and will let you move them through your scene. Since each footstep takes one second by default, you should be able to loop it cleanly to any full second amount and then work from there.
Once you've applied the new length of your animation, you can begin working on pathing!
One last thing to point out is that having your character walk in a diagonal direction (like Portia briefly does in the above screenshot) will require a little bit of messing around with the distance the control moves in the X and Z directions, as well as the rotation of the control target. In the above example, she plants her left foot just before the leftward zig, at which point I have the control turn to the left and move slightly to the left the desired amount over the next half second. This ensures that her planted foot doesn't slide to the right as she rotates. So she'll finish stepping with her right foot facing the new direction and can continue along the angled path. It takes some messing around to get the movement rate right when walking at an angle (and you could technically do some high school level math to figure out the exact X and Z distances to achieve the correct angled distance...), but the results look pretty decent, in my opinion.
Anyway, if you actually read down this far, thank you! Here's a little gif of Mr. Badcock thirsting over Portia as she walks by, much to her amusement. ;3