LocoForge — Walks and Runs Into a Unity Locomotion Blend Whose Feet Don't Slide, Measured in the Engine

Skava in Rigging


Which rigs does it work with?

Any armature with a skinned mesh — UE5 mannequin, Mixamo, Rigify deform bones, glTF characters — and skeletons without a mesh (BVH motion capture). Bone names do not matter for measuring; mirroring needs left/right names.

My clips are made in place. Does it work?

Yes. The planted foot of an in-place clip runs backwards like a treadmill belt; its speed is the clip's speed. Travelling clips are measured too, and their stride is written in place.

Does it change my animations?

No. It writes new actions (<action>_LF) with one stride each and reads yours. In Unity it adds clips named "<action> [LocoForge]" and leaves your own.

Why do the feet still slide with my own blend tree?

Because a blend does not move at the speed you type into it: clips of different length change each other's pace, and the feet's speed changes through a step. LocoForge measures what Unity actually plays, at every point of the blend and every moment of the step, and moves the character exactly that fast.

What happens below my slowest walk?

The slowest strides play at a slower pace, so the feet keep their grip; below a fifth of that speed the character stands and your idle plays.

Generic or Humanoid?

Both, tested in Unity 6. If Unity plays a clip at another speed than Blender measured (for example a Humanoid avatar mapped wrongly), the report says so by name.

Can I use my own character controller?

Yes. Untick Move Transform on the mover and read playedVelocity, or set the parameters yourself from the speed map.

Unreal or Godot?

Unity in this version. The stride actions and the .loco.json are plain and engine-free.

Does it need AI, a cloud or an account?

No.

$119

Have questions about this product?
Login to message

Details
Published about 10 hours ago
Blender Version 4.2 - 5.2
Extension Type N/A
License GPL