Tall and short characters share a walk animation and the small ones skate
Players in an online game choose their own size, and one animation has to serve a tiny and a giant body. Run it at the same rate for all and the small feet blur over the ground or the big ones shuffle. Here is the rate to use, which clip to pick, and the point where no rate is right.
Why this works
A stride covers ground in proportion to the size of the body, so one clip fits only one size at one speed. Matching the playback rate to speed and size keeps the feet planted, and switching to a faster clip beats stretching the rate until it looks like a fast-forward.
When not to use it
Wrong when the bodies differ in shape, not only size: a long-legged and a short-legged creature, or a four-legged one, need their own clips. Also unneeded if every avatar has the same size.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 26 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Tall and short characters share a walk animation and the small ones skate" (read_entry big-and-small-bodies-share-one-walk-clip) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP