UnityEQLabs Create: Modeling & Animation
Footstep Event Auto Marker
Purpose
Section titled “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
Section titled “Menu path”Tools/EQLabs/Creation/Animation/Footstep Event Auto Marker
How to use
Section titled “How to use”- 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.
Report an issue with this tool
Opens our feedback form in a new tab with the tool name pre-filled.