Purpose for stationary vs. translated

I'm curious what the different use cases are for making a stationary walk cycle vs. a translated one. If you can animate the root on the stationary one, would the translated one kind of be duplicated work? I'm planning on making walking animations for a game, and trying to understand the best way to create animations that I can use for different scenarios, like tweaking the walk speed if needed for better gameplay.
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  • Omar Domenech replied

    I am going to take a guess and say it's so you introduce difficulties one step a t a time, to work on things incrementally from easier to complex. Since as soon as you have translation, you have to take other things into account, so it's easier to first do the walk cycle while stationary and avoid the hassle of having to displace the model in 3D space, which would introduce unwarranted complexity to an already complex thing. I think I nailed it and Wayne will say you nailed it.

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  • David Arvelo(darvelo) replied

    That makes sense, though I mean more generally like can I get away with only making stationary animations for a game and translate the character in the game engine instead? Would importing a translated walk animation into the game engine provide some advantage over doing it that way?

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  • Adrian Bellworthy replied

    You can animate stationary actions in Blender, then once exported to Unreal, the animated model will move, not the model animated.
    Once you complete the walk cycle, it would be similar to moving the root bone will the animation is playing.

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  • Dwayne Savage(dillenbata3) replied

    It is common to do stationary walk cycles for games and even animation. 

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  • Wayne Dixon replied

    Hi David,
    There's different walks for different purposes.  

    By far the most common for game engines is the in-place walk.  Then the character's root is animated in the game engine to take care of the translation.

    Another way is to actually translate the character forward - which is more common outside of the game engine.

    There is actually a 3rd way - where you animate the character translating forward, but also animate the root control translating backwards.
    That way you actually have an in-place walk, but if you mute the root translation, you also have a translating walk. 
    (I only learned that trick a few years ago)

    • 👍🍪
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  • Dwayne Savage(dillenbata3) replied

    Wait @waylow, translating the root backwards is an actual technique? I did it in combination with baking visual key to overwrite my animation, because I couldn't get the stationary walk and run cycles to look right. Thanks to your course I now know that it was the body up/down and arm swing that was the problem.

  • Wayne Dixon replied

    dillenbata3 - yeah I learned it from a game animator at EA

    I'm glad to know that I helped you solve your problem :)

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  • David Arvelo(darvelo) replied

    Thank you all for the insights! I'll start off with stationary cycles and see how it goes!

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