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Question by electricsauce · Oct 29, 2012 at 02:34 AM · animationblender

Should a walk cycle animation move forward?

I'm making a few walk/run cycles for a character and I have a basic animation question. When animating for Unity, should the character stay at zero or can I let him walk forward? It's a bit easier for me to animate if I let the character move forward when I make the walk cycle. If I try to animate in place, I get a problem with the feet sliding. Thanks.

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avatar image Fattie · Oct 29, 2012 at 07:55 AM 0
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no, it walks in place

avatar image Shovon Ovro · Nov 11, 2012 at 05:55 PM 0
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I have got a question, how exactly i can erase forward axis movement of a moving walk animation.Any helpful link that anyone can help with?

avatar image electricsauce · Nov 11, 2012 at 06:25 PM 0
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You can use http://davedub.co.uk/bvhacker/ to lock the armature to any axis. You'll just have to convert to bvh format.

avatar image Shovon Ovro · Nov 13, 2012 at 05:39 AM 0
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@alucardj i am just new to unity answer, so it was just a mistake, sry for that, @electricsauce thanks for the help

avatar image Shovon Ovro · Nov 13, 2012 at 05:52 AM 0
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However, i have just one little related question.Example i have a walk animation where the character moves forward with keyframes means with animation not script.Now if i play the walk cycle and play the idle animation, the character change its position to go back to the initial position where it was ins$$anonymous$$d of where the walk animation ends. Is there any way how the problem could be solved ie start the idle animation from position where the walk ended?

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Answer by hvilela · Oct 29, 2012 at 02:39 AM

You can do it as you prefer, but normally it's done by keeping the character in place. Each option has his own pros and cons.

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avatar image electricsauce · Oct 29, 2012 at 02:41 AM 0
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Can you tell me what some of the pros and cons of each method are?

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Answer by Loius · Oct 29, 2012 at 04:42 AM

If it's a character to be controlled by code, you should keep the model in place. If you move the model in the animation, the model WILL move in Unity as it animates - and that's in addition to the movement applied by code.

You should animate as you please, then erase the forward-axis movements on the origin bone when you're done (save a backup). Then you'll have the moving one, which you can apply fixes to in your own way, and the unmoving one, which will be far easier to work with in Unity.

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Answer by M-I-R · Feb 07, 2015 at 02:27 AM

Hi... The best way to do it, is to add a point to your character bones system in 3D program you use.(with name "position locator" for example). At the beginning of walk, run, fly animations, place it exactly below your root bone at (0,0,0). Then animate your character moving forward. At the end of a move cycle, animate your "position locator" so it stays below your root bone(for example (0,2,0)).

Now you can use position of "position locator", at the and of animation, to put your character there as you start next animation cycle.

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