Footstep Event Auto Marker
Notion Properties
| Field |
Value |
| Tool |
Footstep Event Auto Marker |
| Package |
Create: Animation & Modeling |
| Category |
Animation |
| Status |
Live |
| Last Verified Unity |
2021.3.45f2 |
| Script |
Assets/EQLabs/Editor/Create_AnimationModeling/FootstepEventAutoMarker.cs |
Purpose
Builds first-pass animation events from measured contact windows so footstep and impact timing can start from real motion instead of hand-placed guesses, while keeping naming templates and metadata payloads explicit.
Menu Path
EQLabs/Creation/Animation/Footstep Event Auto Marker
Who It Helps
- Animators
- Technical animators
- Gameplay animators
- Audio or gameplay setup support
How to Use (Step-by-Step)
- Open Footstep Event Auto Marker from the Animation menu and add the clips you want to mark.
- Assign a sample rig root whenever possible, then auto-fill humanoid probes or define your own contact probes manually.
- Set the event prefix, choose a naming template, and pick the payload preset that matches your runtime event receiver expectations.
- Fill in optional surface/material tags on probes when footsteps, impacts, or prop contacts should carry more than the raw contact label, then sanity-check the live preview.
- Keep cloned-clip output enabled if you want a safe first pass instead of writing directly into your source clips.
- Run the marker and inspect the generated clip events before merging them into gameplay controllers or audio logic.
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