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Walk & Run Animations โ€‹

An animation overrider (AO) replaces the default avatar animations. With three events and the Animation action, any wearable can carry its own: heels that change the walk, a costume with a special run, wings that flap when jumping.

You need: the wearable (or a HUD) with *BUILD, *FUNCTIONS, [add-on] - Events - 1Click, and the animations (walk_x, run_x, stand_x) in its Content.

1. Scan the animations โ€‹

Assets โ†’ Search for assets. The three animations appear in the Animations tab.

2. Register the events โ€‹

Add three events from the + in the Events row: Starting to walk, Starting to run, Idle.

3. Add the actions โ€‹

EventAction
Starting to walkAnimation: Stop all and start, walk_x
Starting to runAnimation: Stop all and start, run_x
IdleAnimation: Stop all and start, stand_x

Stop all and start ensures the previous gait stops before the next begins.

4. Attach and detach โ€‹

  • Attach event: Animation Start stand_x, so the pose is right from the first second.
  • Detach event: Animation Stop all, so the wearer is not left frozen in your animation.

5. Build and test โ€‹

Build, wear a copy, walk, run, stop. The item requests animation permission automatically when attached.

Tips โ€‹

  • Priority. If the default walk still shows through, your animation's priority (set at upload) is too low. Priority 4 overrides everything.
  • Other AOs. A customer's own AO may fight yours. Tell them to switch it off, or keep your animations to special cases (jump, swim).
  • Jump and water. Add Jump and the water events for the full set.
  • Sound. Add a Sound Loop of footsteps in Starting to walk and Stop in Idle.
  • Memory: 5 events ร— (30 + 40) = 350 units. Cheap.