Video documentation Locomotion Framework
A quick demo, then step-by-step tutorials, in the order to watch them.
Quick demo·18:32Setting up a character from start to finish
A demo with no commentary: a character set up from A to Z with Locomotion Framework, from its creation to its weapons. See everything the plugin does in a few minutes, before going into detail with the step-by-step tutorials.
Tutorial 01·2:29Character Factory: creating your character
As soon as the plugin is enabled, the Character Factory generates everything your character needs in one click: Blueprint Character, Animation Blueprint, Data Asset, Input Actions and Input Mapping Context, already wired together.
Tutorial 02·3:02Data Asset overview
The Data Asset is the heart of Locomotion Framework: your character’s entire locomotion is set up there. A tour of the four tabs, the locomotion modes and the logic of the gaits × states table.
Tutorial 03·9:45Forward mode: walk, run and sprint
A complete setup of Forward mode: Idle and breaks, walk, run and sprint, speeds computed from root motion, starts, stops, pivots, transitions between gaits and Turn In Place.
Tutorial 04·8:31Strafe mode: camera-facing locomotion
Strafe mode keeps the character facing the camera. One animation per direction, diagonals interpolated through Yaw Warp, starts, stops and pivots on the right foot, Reface between Forward and Strafe, and a dedicated Turn In Place.
Tutorial 05·4:44Lean mode: leaning into turns
Lean mode tilts the character when it turns. Two ways to set it up: with an additive Blend Space that we build together, or procedurally, directly on the skeleton’s bones.
Tutorial 06·9:27Jump mode: jumps and landings
Jumps synced with the character’s push-off: Start, Falling and Land, Auto-Mirror, Anim Timed Launch with or without a curve, double jump, jumps and landings per gait, and sideways jumps in Strafe.
Tutorial 07·11:45Traversal: Mantle, Climb, Hurdle, Vault and Catch
A complete traversal system: Mantle, Climb, Hurdle, Vault and Catch. Obstacle detection, heights, hand and foot alignment with Hand IK and Foot IK, Catch zones and traversals per gait.
Tutorial 08·4:16Profiles: crouching (Crouch)
Profiles define complete locomotion sets for other postures. Example with Crouch: setting up the profile, switching profiles in Blueprint, entry transitions, a multiplayer fix, and a look at vehicle, swimming and flying profiles.
Tutorial 09·11:24Profiles: weapons, aiming and drawing
Add weapons to your character: upper-body posture with Branch Filters, aiming and Aim Offset, switching weapons in Blueprint, showing the weapon, draw and holster animations, and locking onto a target with Strafe Focus.
Tutorial 10·1:55Profiles: weapons, 1.8 update
Version 1.8 sets up the weapon from the Data Asset: the new Weapon row in the Equip section, its Pieces and Made Of modes, the hand socket, the holster socket and the variant holding the weapon’s mesh. No need to go through the character Blueprint anymore.