Help center/Handbook
v1.7.0
Characters & blocking·Pro / active trial

Make a character follow a path

Describe where a character travels using an editable route.

On this page

What this helps you do

Describe where a character travels using an editable route.

When to use it

A character must travel between places at a specified time, including corners or changes of level.

Before you begin

Use the desktop app and check the edition requirement: Pro / active trial. The current published version is shown above. Confirm the selected item and playhead before changing anything. This audit does not verify a physical Windows device.

Step by step

Screenshots: Mac v1.7.0 Follow each step with the real app interface below. Select an image to enlarge the marked area.

  1. Select the actor and open Blocking & performance. Set the initial idle and departure time, then read an existing route or sketch a new one in the travel stage. A blue dashed route is existing motion; yellow indicates a draft.
    Figure 1 Three-stage Blocking & performance: arrange idle before choosing the travel route.
  2. Check start, corners and end. The sketch follows the 3D observation direction unless Fixed X/Z is checked, and uses top-view object outlines. For stairs or other 3D routes, place marks on viewport surfaces and inspect their height.
    Figure 2 The top-view sketch distinguishes the existing route from the draft; check endpoints and direction.
    • 1Blue existing route, yellow draft
    Figure 2b A loaded three-mark example route: 1 is the start, 2 the corner and 3 the end. The gray point is a scene reference.
  3. Choose Walk or Run. Speed-based timing calculates arrival from route length; time-based timing uses the chosen arrival time. Then choose stopping, arrival facing toward a target/camera or a heading, and a follow-up action. Keep the sequence inside the project; extend the project explicitly if needed.
    • 1Timing constraint and speed
    Figure 3 Choose speed-based or arrival-based timing and check the calculated result.
    • 1Arrival facing
    Figure 3b Arrival facing and follow-up action are arranged in the final stage.
  4. Preview the section and inspect idle, first displacement, travel, arrival and turning; Apply performance commits it. Repeat preview/apply when revising walk/run or timing. The panel identifies draft versus project playback; ordinary playback does not commit a draft.
    Figure 4 Seek inside the route interval to inspect the actor’s position relative to the route and nearby objects.
    Figure 4b The frame before movement starts, for comparison with a frame inside the route interval.
    Figure 4c At the end of the route, check that the actor reaches the intended mark.

Changes in 1.6.0

Changing gait, speed/arrival time and follow-up actions in 04 Blocking & performance updates the temporary preview. Invalid parameters retain the last valid preview with an explanation. Travel and gait stop at arrival, followed by the turn and follow-up action; After action controls whether the actor returns to standing. Viewport locks do not affect animation.

Settings and edit scope

Control or conceptMeaning and boundary
Start / durationControls when travel begins and how long it takes. On a closed path, duration means time per lap.
HeightRoute points retain 3D height. Planar obstacle avoidance is not stair-climbing foot placement.

Check the result

Before departure the original orientation holds; afterward the character follows the route at the intended time.

Troubleshooting and recovery

A path is not automatic foot IK or universal navigation. Review the whole route, especially corners, narrow passages and changes of level.

If the result is unexpected, stop playback, check the selected item and time, and use Undo before making another change. Keep a backup rather than repeatedly overwriting the project.

Still need a hand?

Include your app version, operating system and the error message. Never include your license or API key.

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