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UnityEQLabs Create: Modeling & Animation

Footstep Event Auto Marker

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.

  • Tools/EQLabs/Creation/Animation/Footstep Event Auto Marker
  1. Open Footstep Event Auto Marker from the Animation menu and add the clips you want to mark.
  2. Assign a sample rig root whenever possible, then auto-fill humanoid probes or define your own contact probes manually.
  3. Set the event prefix, choose a naming template, and pick the payload preset that matches your runtime event receiver expectations.
  4. 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.
  5. Keep cloned-clip output enabled if you want a safe first pass instead of writing directly into your source clips.
  6. Run the marker and inspect the generated clip events before merging them into gameplay controllers or audio logic.
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