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.

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.

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.

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.