How do I move a model with its walk animation?

I’m a little confused about getting a rigged model to move with its walk animation. First I created a walk cycle in Blender that just walks in place. Import everything into Unity just fine and set it up through Mecanim. The character walks when I press the proper input but it doesn’t move. Here’s the script I used:

public class Locomotion : MonoBehaviour {

	Animator anim;

	// Use this for initialization
	void Start () {

		anim = GetComponent<Animator>();
	
	}
	
	// Update is called once per frame
	void Update () {

		float move = Input.GetAxis("Vertical");
		anim.SetFloat("Speed", move);
	
	}
}

Then I figured maybe the rig actually has to move in Blender. So I do another walk cycle of the rig physically walking forward and import that. Except, the model will walk forward then rest back to the original position. Setting it to loop makes the model walk in place.

What am I missing in this process?

The Animation should move at the place that’s right. To actually move the Object you have to write a script which realy changes its location (look at the standard assets for that).

ADD a rigid body and use following script on your player game object.

using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour
{

//the speed you want your player to move with.
    public float speed;

    void FixedUpdate ()
    {

//This will allow you to move your character using unity default keys (WASD or arrow keys)
        float moveHorizontal = Input.GetAxis ("Horizontal");
        float moveVertical = Input.GetAxis ("Vertical");

        Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
        rigidbody.velocity = movement * speed;
}
}