# Lego Walkcycle Sliding Problem

i have a problem. i want the lego-minifigure to walk without sliding. I tried it with a rootbone and a path but i always get sliding. i also tried offset- walking, but it did not work. what else can i do? i want to reuse the walkcycle for other animation.s i spent 3 days but can't make it work. i watched a lot of tutorials, but is is still not working. i need this animation, but i can't go on without a working walkcycle.

• first you need to make sure that the walk cycle is correct, the feet must move in a linear speed along the X axis, otherwise it will inevitably slide when your character will move. You have several methods to do it, what have you tried? Then when you're good you need to synchronize the walk cycle speed with the speed of the character in the scene (along the curve for example) – moonboots Dec 2 '19 at 9:58
• thanks for the answer. here you can see my walkcycle. how can i set the speed linear on the xaxis? drive.google.com/open?id=17nnqLqvLiJYV9eHgm3UU2AyMgO5YWffQ – Christian Maya Dec 2 '19 at 10:30
• I will try to explain my method but it will take time ;) – moonboots Dec 2 '19 at 10:32

So here is a method to make a non-sliding walk cycle. This is the Dopsheet part, once you have finished, when you'll move the character through the scene from point A to point B, you'll need to adjust the speed so that the walk doesn't slide, but it's another topic.

• In the Dopesheet, put your cursor at frame 0, switch your armature to Pose mode, don't move the root bone for the moment, just create a pose with spread legs and hip a little bit down, align the heel of the front foot (let say left foot) with the tail of the root, select all the bones and create a LocRotScale keyframe.

• Copy the whole pose, go to frame 20, paste the flipped pose, create a keyframe for all the bones. In the Dopesheet press T and choose Interpolation > Linear to make the Graph Editor curve linear.

• Stay at frame 20, move the whole armature (with the bone) until the left foot is aligned with its position at frame 0 (which is now the position of right foot as the pose as been symmetrized). You can create an empty as a marker if it helps. Create a keyframe.

• At frame 10 create the intermediary position: lift the right foot and move up the hip. Select all the bones and create a keyframe.

• At frame 40, put the root bone at a position on Y axis that is twice its position at frame 20. Use the Location value in the N panel and keyframe it.

• Now, copy the bones at frame 0 (except root) and paste them at frame 40. Insert a keyframe. Copy the bones at frame 10 poses (except root) and paste flipped at frame 30.

• Disable the root animation so that the character walks but always stay at its position.

• thank you a lot for this, but i still can't make it work. i don't know what i am doing wrong. it is so frustraiting :( – Christian Maya Dec 2 '19 at 12:44
• please share your file (the armature only): blend-exchange.giantcowfilms.com – moonboots Dec 2 '19 at 12:45
• also, what you show in your video is a still character, if you want to show the sliding you should make him move forward in the scene, from point A to B – moonboots Dec 2 '19 at 12:49
• i animated it by hand. that is what it should look like, but i can't always animate it new so i need an other way. --> drive.google.com/open?id=11W-UaX8ojRxNxVXBVc2nE5RO4cu4Rwpi – Christian Maya Dec 2 '19 at 13:05
• – Christian Maya Dec 2 '19 at 13:06