Diving into Game Walk Cycles vs. Film.
The Workflow:
Root Motion Trick: Used an Animation Layer to toggle Root movement (140cm distance). This killed the foot sliding and gave me the perfect velocity for Unreal.
Pro Tip: Started from the Passing Pose (not Contact). Much smoother transition from Idle.
Layered Approach: Used the Layered Animation Method instead of Pose-to-Pose. It’s faster and lets me dial back any "over-animated" controls easily.
Next Challenge in blueprint stage: Realized games need Directional Strafing (Forward, Back, Left, Right). Sticking to 4 directions for now to test the Unreal blend space.
Which do you prefer: Pose-to-Pose or Layered animation for cycles?