I’m also wondering if there is an easy way to move a quadruped forward in a walk cycle, like you show for your biped walk. I’ve found it difficult to eliminate the sliding with four feet, and you do it perfectly with two.
I really appreciate the tutorials and I think you have a real talent for making animation look less frightening.
Thanks for that. I handle Quads the same way. The trick is to animate your character walking forward normally 2 steps. Then “Zero Out” the walk so it’s walking on the stop.
To do this. have a look at how far the hips have moved forward during the 2 steps. For example the Victoria walk moved forward 6.059 feet.
Select the “body” or top node in the hierarchy and have that animate backwards from 0 to -6.059 over the course of the 2 steps. (Set That to linear) This will make your character look like it’s walk on the spot.
Load another character and apply the same animation onto new character (BUT delete the backwards animation from the BODY node) and now with both characters in your scene Rotoscope the just the hips and feet onto the new character.
Now you have your new character walking on the spot.
If you want your character to walk forward, simply apply the “forward “value onto the “body”. In my case it was 6.059 but it’s different for every walk
here’s an example of a quad walk I did that way
I hope that helps