Author a curved walk
- Open FA_CurvedWalk and choose Realtime (ARDY).
- On Path, Ctrl-click the viewport floor to add waypoints. Select a point and move it with its viewport handles, or edit its position and arrival time.
- Choose Dense Trajectory for a controlled spline. Sparse Waypoints constrains the listed points and lets the model choose the route between them.
- Set heading constraints where facing matters. Use Path Curve Tension or a point's custom tangent to shape the curve.
- Press Generate, then inspect the actual motion against the drawn route. Export with the toolbar or Export AnimSequence.
| Parameter | Example or default | Effect and use |
|---|---|---|
| Position | UE centimeters | Ground-plane XY destination; path Z is ignored. |
| Time Seconds | Example: 2 and 4 seconds | Arrival time from clip start. Increase it if the distance requires an implausible speed. |
| New Point Speed | Default 140 cm/s | Times newly added points for an ordinary walk; it does not replace the timestamps of existing points. |
| Path Curve Tension | Default 0.5 | Controls Dense Trajectory spline curvature. 0 gives straight segments; higher values produce wider curves. |
| Heading Yaw | Example: 30 degrees | 0 faces +X. Enable Constrain Heading to apply it. |
| Live Update On Edit | Editable setting | Queues regeneration after edits. Allow each request to finish while reviewing; use manual Generate during deliberate parameter comparisons. |

Contacts and staged interactions
Open FA_ContactStudy. The Interact tab offers Open Door, Push Object, Pick Up, Touch Point and Custom templates. Configure the hand, contact point, approach time, hold time and facing, then press Stage. Staging creates editable prompt, path and effector entries; it does not operate the scene object or generate motion by itself. Press Generate afterwards.
On Constraints, use + Hand/Foot Target or click a hand/foot lane in the Motion Timeline. Edit X/Y/Z in centimeters, the contact start in seconds and its hold duration. From Selected Actor copies the selected level actor's location; place the actor at the intended contact point. A handle on a door is a better target than the door's center.
During preview, press Pin Current Pose to capture a full-body key. Select Edit Bones, click a bone handle and rotate it, then Generate to re-plan through the edited pose. A pin is a constraint on a new generated motion, not an animation key inserted directly into an exported sequence.
Drag timeline entries to retime them, drag a contact bar's right edge to change its hold, and right-click an entry to delete it. Use physically reachable targets and review contact accuracy on your target skeleton.
