- Blender version 3.0 or higher.
- Basic knowledge of Blender’s interface, armatures, and animation.
- The "Walk on Path" add-on installed and enabled (via Edit > Preferences > Add-ons).
- Purpose: Identify the armature and key bones to drive the animation.
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Actions:
- In the 3D Viewport, select your armature object.
- Go to the "Nascore_Tools" tab in the Sidebar (N key), under "Walk on Path".
- Click the eyedropper next to "Armature" and pick your armature.
- Switch to Pose Mode (Ctrl+Tab > Pose Mode).
- Select a "Master Bone" (e.g., root or spine) and click the eyedropper next to "Master Bone".
- Select a "Sub Bone" (e.g., a foot bone) and click the eyedropper next to "Sub Bone".
- Purpose: Create and configure a Bezier curve for the animation path.
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Actions:
- Click "Create S-Curve" to generate a 15-meter straight Bezier curve aligned with the Master Bone.
- Optionally, pick an existing curve using the "Bezier Curve" eyedropper.
- Adjust "Twist Mode" (e.g., Z Up or Minimum) and "Mean Tilt" to control curve orientation.
- (Optional) Pick a "Ground" object (e.g., a terrain mesh) with the eyedropper.
- Click "Wrap Curve" to add a Shrinkwrap modifier, snapping the curve to the ground.
- Purpose: Refine the curve’s shape for smoother animation.
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Actions:
- Click "Add Vertices" to subdivide the curve, adding more control points.
- Click "Smooth Curve" to even out the curve’s shape.
- Click "Decimate" to reduce control points if needed (adjust "Decimation Ratio" first).
- Purpose: Measure the Sub Bone’s travel distance to set the curve’s animation duration.
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Actions:
- Set "Start" and "End" frames (e.g., 1 and 2) to define the bone’s movement range.
- Choose the "Axis" (e.g., Y) for distance calculation.
- Click "Calculate & Set Curve" to compute the distance and adjust the curve’s "Path Duration".
- Purpose: Organize bones into groups and apply path-following constraints.
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Actions:
- In Pose Mode, select bones to group.
- Click "Add Group" (or Shift+Click to add to existing groups).
- (Optional) Click "Create Bone Hierarchy" to make individual groups for each selected bone.
- Click "Follow Path" to create Empties and constraints, linking bones to the curve.
- Purpose: Fine-tune the animation timing and offset.
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Actions:
- Adjust "Path Duration" to change the animation speed along the curve.
- Modify "Offset" to shift the starting position of Empties along the path.
- Purpose: Adjust keyframes and finalize the animation.
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Actions:
- Select bones or Empties and click "Sticky Forward/Backward" (Ctrl for backward) to copy transforms frame-by-frame.
- Click "Bake Bones" to bake the animation into the armature’s action.
- If needed, click "Revert to Original" to undo baking and restore constraints.
- Purpose: Remove temporary objects created by the script.
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Actions:
- Click "Delete Script Entities" to remove Empties, curves (except the selected one), and baked actions.
- Use the "Show Help" toggle in the panel for quick guidance.
- Save your file before baking to avoid losing work.
- Test small frame ranges (e.g., 1-10) before full animation.
- Curve not aligning? Check the Master Bone’s orientation and adjust "Twist Mode".
- Bones not following? Ensure "Follow Path" was applied and Empties are reset.
- Errors? Verify all selections (armature, bones, curve) are valid.
Walk on path is free if you have purchased Beat addon
Walk on Path Add-on Guide
Overview
The "Walk on Path" add-on is a powerful tool in Blender that enables you to animate objects (like an armature's bones) along a Bezier curve path. This guide walks you through the process of setting up and animating a character or object to follow a curve, with options for fine-tuning and baking the animation.
Prerequisites
Step-by-Step Process
Step 01: Select Targets
Step 02: Generate & Adjust Curve
Step 03: Curve Smoothness
Step 04: Calculate Leg Distance
Step 05: Bone Groups Management
Step 06: Animation Parameters
Step 07: Fine-Tune & Bake
Step 08: Cleanup