StepSync — Footsteps and Foot Contacts From Your Animations, Into Unity, Checked in the Engine

Skava in Import & Export


Which rigs does it work with?

Any armature with a skinned mesh — UE5, Mixamo, Rigify deform bones, glTF characters, quadrupeds — and skeletons with no mesh (BVH motion capture). Bone names do not matter.

Does it work on animations walked in place?

Yes. The treadmill speed of an in-place clip is found and taken away before deciding which foot stands.

How accurate is it?

In Unity 6, on six sets of animation, every event landed in its clip at the right time, and at 79% of the footsteps and landings the foot had just come down onto the floor in the engine (with the same events shifted in time: 12%).

Will it overwrite events I placed myself?

No. It replaces only its own OnFootstep and OnLanding events and its own StepSync curves.

Can I use the contact curves for foot IK?

Yes: add an Animator float parameter named like the curve (StepSyncLeft) and read it as an IK weight.

Unreal or Godot?

Unity in this version; the steps file is plain JSON for any engine.

Does it need AI, a cloud or an account?

No.

$59

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Details
Published 1 day ago
Blender Version 4.2 - 5.2
Extension Type N/A
License GPL