**An alternative using drivers and fixed offset of path.** _Got into this answer, got sidetracked, got answered, got accepted will post anyhow_ For walk cycles often like to use drivers and fixed offset of follow path. This will make switching paths simpler. [![enter image description here][1]][1] First recommend to Apply scale to your path <kbd>Ctrl</kbd> <kbd>A</kbd> Scale This will make your scale unity and not warp the spide. Often strange behaviour filters from non uniform scale. If there is no reason not to have unit scale, make objects unit scale. Set location of spider to (0, 0, 0), making the follow path constraint place it at start of path. Similarly to scale. If something is going to follow path using offset method, without translation from the path to have its origin to be at one end of path at 0, and other at 1. [![enter image description here][2]][2] Forward of the spider is -Y axis. Driven the offset of the follow path constraint (note it is **not** made the parent in this case). _Can add other curves and step to next path animating constraint influence_ A simple driver to make the spider "walk" the whole path in 250 frames _Note: Could keyframe instead_ frame / 250 can type this directly into field with no existing driver using `#frame / 250` The hash (`#`) tells blender to make expression a driver. Once a driver can edit directly in expression box. Note: I'm using alpha version 2.83.8, and for some reason this only works if curve radius is checked in modifier. Didn't look too deeply into why. Believe in theory this should work without, may have something to do with the IK of the rig. Very cool spider and rig btw. [1]: https://i.sstatic.net/NCFrX.gif [2]: https://i.sstatic.net/Ub348.png