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
| Event | Action |
|---|---|
| Starting to walk | Animation: Stop all and start, walk_x |
| Starting to run | Animation: Stop all and start, run_x |
| Idle | Animation: 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.