Chieftain idle (old vs new)
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
New standing, walk and run loops, unit by unit. Videos: current on the left, new on the right; a foot that is down should look stuck to the floor squares. Newest first.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Still frames per unit: current row above new row; standing, walk, run.
Tribe B installed into local file: PrimevalMirror 2026-11-09 19:10: new Idle, Walk, Run for spear_thrower, slinger, shaman, chieftain. Model files only. Backups: local file: backup_before_install spear_thrower installed_ok=True meta_unchanged=True slinger installed_ok=True meta_unchanged=True shaman installed_ok=True meta_unchanged=True chieftain installed_ok=True meta_unchanged=True
TRIBE FOOT UNITS, GROUP B - NEW STANDING (IDLE), WALK AND RUN (9 Nov 2026) STAGED ONLY. NOTHING HERE IS IN THE GAME. ===================================================================================================================== Done: SPEAR THROWER (the Hunter), SLINGER, SHAMAN, CHIEFTAIN (3 clips each). All four have a detailed model in local file: <unit> under the names given, so nothing was substituted. Bowman, riders, siege crews and boats: not touched. FILES IN THIS FOLDER <unit>_idle_old_new.mp4 CURRENT | NEW standing loop. Side view 2 loops at game speed, 1 loop at quarter speed, the same from the front three-quarter, then 2 loops from high up at the game camera's angle. (28 s) <unit>_walk_old_new.mp4 CURRENT | NEW walk. Side 4 loops, 1 loop at quarter speed, the same from the front three-quarter, then 4 loops from high up. (19 s) <unit>_run_old_new.mp4 CURRENT | NEW run. Side 6 loops, 2 loops at quarter speed, 8 loops at 1.25x (the charge sprint), the same from the front three-quarter, then 6 loops from high up. (31 s) tribe_b_overview.jpg still frames, per unit: current row above new row; standing, walk, run. Units: spear_thrower, slinger, shaman, chieftain. Same camera, light and model left and right. The floor squares slide back at the unit's own speed: a foot that is down should look stuck to them. Plain studio light, no team colour. The spear and the sling are drawn plain brown (they are separate pieces with their own material in the game). Copies of the twelve videos are in local file: Primeval_review. HOW IT WAS MADE The same script method as the approved orc walks and Tribe group A (10_tribe_a_idle_walk_run): feet pinned to the ground at the unit's own speed while they are down, heel first, then flat, then the heel peels up and the toes push off; hips drop and shift over the standing foot; chest turns against the hips; arms swing from the shoulder; head kept level. Standing: feet pinned apart, one a little forward and turned out, weight on one leg, slow breathing, a small weight shift, one look to the side per loop. Run: both feet off the ground between steps, landing under the body on a bent knee, pushing off to a straight leg. Group A's script was copied (group A's files are untouched) and three things were added for these units: - weapons that are separate pieces (the hunter's spear, the sling) are now understood, not only weapons that are part of the body; - the forearm can be turned about its own length (palm turned back), carried by the forearm's own twist bones, so a weapon can be re-aimed without bending the wrist; - the sling hangs straight down and swings like a weight on a cord, driven by where the hand goes. Loop lengths are unchanged (standing 60 frames, walk 28, run 20), so no import setting changes. Each man is given a different stance so a mixed group does not stand like copies: hunter and shaman rest on the right leg, the slinger on the left; the chieftain stands widest. THE CHARACTER OF EACH SPEAR THROWER A hunter. Stands watchful, left foot 23 cm ahead, weight on the back leg, looks round 13 degrees. Walk level and quiet: little bounce (head 36 mm up and down; only the shaman has less), small shoulder turn. Run low and leaning (14 degrees), the left arm driving, the spear arm trailing. SLINGER The lightest. Walk springy (most bounce: head rises and falls 52 mm against 32-42 for the others), arms loose. Run bouncy: head 97 mm up and down, feet on the ground 35 % of the loop (the others 35-40 %), knee lifting highest. SHAMAN Calm, older in bearing: stooped (leans 6 degrees standing, 7 walking, 15 running; now -4, -2, 10), least bounce in the walk (head 32 mm up and down), the staff arm kept quiet, head steadiest in the run. CHIEFTAIN Proud and broad: stance 60 cm wide (now 22), chest up (leans 1 degree standing, 3 walking; now 3 and 6), chin a little up, head turning under 1 degree while walking. Run: long powerful strides, club low. WEAPON CARRY, UNIT BY UNIT (so you can overrule any one) One fact rules all four: in these models the weapon is fixed in the fist at an angle that cannot be changed without re-seating it (not allowed here). The hunter's and the shaman's fists hold the shaft cocked 35-45 degrees up toward the thumb; the hunter grips his spear 71 cm above its butt, the shaman his staff 85 cm above its foot; the chieftain's club sits square across his fist. That decides what a natural carry can be. SPEAR THROWER SPEAR - standing: carry KEPT. Upright in the right hand at his side, as now. The arm hangs lower, so the butt is 34 cm off the ground (now 41). It CANNOT reach the ground: his hand, hanging, is about 1.05 m up and holds the spear 71 cm above its butt. "Resting in the crook of the arm" would push the butt 80 cm out in front of him at hip height, for the same reason; I did not use it. SPEAR - walk: carry CHANGED. Now: upright, riding the swinging arm, so the point turns right round (its direction moves 24 degrees, the lean swings from the side to the back). New: half lowered at his right side, point forward and 45 degrees up, on a hanging arm held a little back; it moves 3 degrees. Why not what was asked: I built both first. "Sloped back over the shoulder" came out with the wrist bent 43-51 degrees, and a level spear at the hip with 34-44. This is the nearest carry with a sound wrist: the forearm is turned 45 degrees (palm back), the wrist itself bends 8-14. SPEAR - run: carry CHANGED. Now: pumped with the arm, the point swinging between 10 and 75 degrees up and facing backwards (direction moves 48 degrees). New: trailing at the right hip on an arm held back, point forward and 30 degrees up, moving 8 degrees. Not level, for the reason above. From standing to walk to run the spear simply comes down: 84, 45, 30 degrees. The hand never leaves it. SLINGER SLING - carry KEPT in all three: hanging from the right hand, the stone in its pouch. What is new is how it moves: it hangs true and swings like a weight on a cord (standing 2 degrees, walk 11 degrees forward and back, run trailing up to 22 degrees behind). The right arm swings about half as far as the left so the sling is not thrown about. Closest the sling comes to his leg: 9 mm standing, 42 walk, 24 run; it never touches. SHAMAN STAFF - standing: carry KEPT. Upright in the right hand at his side; the hand is lower, so the foot of the staff is 17 cm off the ground (now 23). THE STAFF IS NOT PLANTED. It does not reach the ground: with his arm hanging dead straight the foot of the staff is still about 10 cm up, and tilting it only lifts it. So, as the brief allows, it is carried upright and steady, not used as a walking staff. STAFF - walk: carry KEPT, steadied. Upright at his side, foot 17 cm up (now 10); its direction moves 2 degrees (now 24: it swings with the arm). It dips and rises about 4 cm with each stride - the rhythm of a walking staff without the contact. STAFF - run: carry CHANGED. Now: pumped with the arm, tilting between 26 and 79 degrees, and it cuts his body on 1 frame. New: lifted clear, hand at waist height, leaning back 20 degrees, skull high, foot 28 cm off the ground; it moves 5 degrees. CHIEFTAIN CLUB - standing: carry KEPT. Low at his right side, head forward and 26 degrees down (now 25). Wrist bent 31 degrees (now 38). CLUB - walk: carry KEPT in kind, steadied. Head forward and 24 degrees down. Now it swings between 2 and 34 degrees down with the arm and cuts through his cloak and hip on 8 of 28 frames, with the hand inside on 6. New: 0 frames; it follows the turn of his chest and moves 11 degrees. CLUB - run: carry CHANGED. Now: thrown from below level up to 52 degrees above it, the head reaching 2.2 m, over his own head. New: the same low hold, head forward and 15 degrees down, moving 14 degrees. Both arms now hang and swing IN FRONT of his cloak (it hangs like a board behind both arms, out to 50 cm each side). That is why the club cannot hang steeper: a steeper club needs the arm held back, which puts hand and club through the cloak (I tried it: club and hand inside on every frame). WHAT CHANGED IN THE BODY ALL, standing: current = a stiff symmetrical pose, both knees bent 26 degrees, feet together (slinger and shaman with the soles overlapping, the hunter's 5 mm apart), nothing moving but a 2-3 degree head turn. New = weight on one leg, the other foot 13-23 cm ahead and turned out, knees 16-31 degrees, breathing, a small sway, a 7-13 degree look. ALL, walk: the current walks are a crouch (knees never straighter than 42-52 degrees). The new ones stand up (13-16 degrees at the straightest) and are 2 to 3.5 times smoother at the knee. ALL, run: knees 53-62 degrees at the straightest become 18-19 (slinger 31 -> 16). MEASURED NUMBERS (on the staged game files, on the visible model, game-size mm; current -> new) STANDING SPEAR THROWER SLINGER SHAMAN CHIEFTAIN Feet centres apart (mm) 150 -> 408 183 -> 443 188 -> 414 222 -> 598 Clear gap between feet (mm) 5 -> 246 -15 -> 190 -15 -> 159 29 -> 342 One foot ahead of other (mm) 9 -> 229 18 -> 141 0 -> 132 0 -> 167 Foot slide, worst (mm/frame) 0.0 -> 0.0 0.0 -> 0.0 0.0 -> 0.0 0.0 -> 0.0 Foot creep over the loop (mm) 0.0 -> 0.0 0.0 -> 0.0 0.0 -> 0.0 0.0 -> 0.0 Loop join, pose (mm) 0.00 -> 0.00 0.01 -> 0.00 0.01 -> 0.00 0.01 -> 0.00 Loop join, speed change (mm/fr) 0.0 -> 0.3 0.0 -> 0.5 0.0 -> 0.3 0.0 -> 0.3 Knee bend, least-most (deg) 26-26 -> 20-25 26-26 -> 16-28 26-26 -> 19-26 26-26 -> 16-31 Head side to side (mm) 16 -> 27 16 -> 42 16 -> 24 19 -> 25 Head turn (deg) 2 -> 13 2 -> 12 2 -> 7 3 -> 7 Weapon to body, closest (mm) 131 -> 107 108 -> 9 162 -> 114 63 -> 20 Weapon hand to body, closest 153 -> 91 74 -> 81 171 -> 123 111 -> 77 Other hand to body, closest 151 -> 41 86 -> 75 168 -> 88 112 -> 70 Right forearm to body, closest 37 -> 47 32 -> 33 91 -> 36 INSIDE 119 -> 31 Left forearm to body, closest 23 -> 24 38 -> 12 91 -> 14 23 -> 27 Frames weapon cuts the body - -> - - -> - 0 -> 0 0 -> 0 Frames a hand is inside the body 0 -> 0 0 -> 0 0 -> 0 0 -> 0 Weapon lowest over ground (mm) 411 -> 342 426 -> 370 229 -> 173 605 -> 501 Weapon direction moves (deg) 1 -> 1 1 -> 6 2 -> 1 2 -> 1 Wrist bend, weapon hand, most (deg) 0 -> 18 0 -> 0 0 -> 16 38 -> 31 Wrist bend, other hand, most (deg) 0 -> 0 0 -> 0 0 -> 0 0 -> 0 WALK SPEAR THROWER SLINGER SHAMAN CHIEFTAIN Frames in the loop 28 -> 28 28 -> 28 28 -> 28 28 -> 28 Ground speed in the json (m/s) 1.209 1.209 1.209 1.395 Speed of planted feet (m/s) 1.214 -> 1.212 1.216 -> 1.219 1.212 -> 1.217 1.400 -> 1.409 difference from ground speed +0.4 % -> +0.2 % +0.6 % -> +0.8 % +0.2 % -> +0.7 % +0.4 % -> +1.0 % same, toe tips only +0.4 % -> +0.1 % +0.6 % -> +0.4 % - -> - +0.1 % -> -0.1 % Worst foot slide (mm/frame) 2.6 -> 1.5 4.0 -> 1.2 0.3 -> 1.2 0.6 -> 1.5 Worst creep in one step (mm) 2.6 -> 1.8 4.0 -> 6.0 1.4 -> 4.0 2.7 -> 7.3 Sole below the floor, worst (mm) 0 -> 4 0 -> 5 0 -> 4 -0 -> 7 Loop join, pose (mm) 0.00 -> 0.00 0.00 -> 0.00 0.00 -> 0.00 0.00 -> 0.00 Loop join, speed change (mm/fr) 81 -> 44 82 -> 43 106 -> 38 175 -> 46 biggest elsewhere in the loop 96 -> 58 94 -> 53 101 -> 47 171 -> 57 Knee bend, least-most (deg) 43-88 -> 15-76 42-88 -> 13-93 50-94 -> 16-86 52-96 -> 13-76 Knee jerkiness (lower=smoother) 17.3 -> 8.4 17.0 -> 6.9 20.2 -> 8.0 22.7 -> 7.7 Head side to side (mm) 23 -> 44 25 -> 45 29 -> 53 37 -> 52 Head up and down (mm) 17 -> 36 17 -> 52 18 -> 32 20 -> 42 Body lean forward (deg) 1 -> 4 -7 -> 1 -2 -> 7 6 -> 3 Weapon to body, closest (mm) 117 -> 140 82 -> 42 163 -> 61 INSIDE 25 -> 12 Weapon hand to body, closest 89 -> 115 6 -> 60 119 -> 93 INSIDE 27 -> 37 Other hand to body, closest 88 -> 112 25 -> 64 118 -> 51 18 -> 90 Right forearm to body, closest INSIDE 4 -> INSIDE 3 27 -> 7 74 -> 31 INSIDE 112 -> 21 Left forearm to body, closest INSIDE 4 -> 14 34 -> 7 73 -> 29 INSIDE 29 -> 11 Frames weapon cuts the body - -> - - -> - 0 -> 0 8 -> 0 Frames a hand is inside the body 0 -> 0 0 -> 0 0 -> 0 6 -> 0 Weapon lowest over ground (mm) 269 -> 528 284 -> 324 100 -> 170 357 -> 542 Weapon direction moves (deg) 24 -> 3 24 -> 37 24 -> 2 24 -> 11 Wrist bend, weapon hand, most (deg) 0 -> 46 0 -> 3 0 -> 15 38 -> 34 Wrist bend, other hand, most (deg) 0 -> 5 0 -> 6 0 -> 4 0 -> 5 RUN SPEAR THROWER SLINGER SHAMAN CHIEFTAIN Frames in the loop 20 -> 20 20 -> 20 20 -> 20 20 -> 20 Ground speed in the json (m/s) 3.705 3.705 3.705 4.080 Speed of planted feet (m/s) 3.737 -> 3.721 3.728 -> 3.724 3.736 -> 3.734 4.106 -> 4.121 difference from ground speed +0.9 % -> +0.4 % +0.6 % -> +0.5 % +0.8 % -> +0.8 % +0.6 % -> +1.0 % same, toe tips only +0.1 % -> +0.1 % +0.2 % -> +0.3 % - -> - +0.2 % -> -0.1 % Worst foot slide (mm/frame) 4.4 -> 1.4 8.2 -> 1.6 3.5 -> 4.0 2.5 -> 4.4 Worst creep in one step (mm) 6.5 -> 3.2 10.2 -> 4.6 9.2 -> 8.6 7.8 -> 9.8 Sole below the floor, worst (mm) 0 -> 2 0 -> 3 0 -> 3 0 -> 5 Loop join, pose (mm) 0.00 -> 0.00 0.00 -> 0.00 0.00 -> 0.00 0.00 -> 0.00 Loop join, speed change (mm/fr) 189 -> 78 195 -> 91 172 -> 72 220 -> 78 biggest elsewhere in the loop 203 -> 94 245 -> 113 180 -> 99 250 -> 113 Knee bend, least-most (deg) 62-148 -> 19-105 31-126 -> 16-128 53-135 -> 19-123 59-138 -> 18-111 Knee jerkiness (lower=smoother) 31.7 -> 20.0 50.4 -> 26.0 27.3 -> 17.6 30.6 -> 15.7 Head side to side (mm) 16 -> 36 18 -> 48 17 -> 28 19 -> 44 Head up and down (mm) 65 -> 72 43 -> 97 62 -> 67 72 -> 88 Body lean forward (deg) 13 -> 14 4 -> 10 10 -> 15 18 -> 16 Weapon to body, closest (mm) 39 -> 96 28 -> 24 INSIDE 3 -> 82 50 -> 54 Weapon hand to body, closest 116 -> 94 41 -> 78 92 -> 108 42 -> 104 Other hand to body, closest 51 -> 159 31 -> 102 77 -> 112 25 -> 213 Right forearm to body, closest INSIDE 4 -> INSIDE 5 INSIDE 3 -> 21 33 -> 13 INSIDE 35 -> 81 Left forearm to body, closest 5 -> INSIDE 0 INSIDE 8 -> 8 11 -> 8 INSIDE 12 -> 21 Frames weapon cuts the body - -> - - -> - 1 -> 0 0 -> 0 Frames a hand is inside the body 0 -> 0 0 -> 0 0 -> 0 0 -> 0 Weapon lowest over ground (mm) 361 -> 690 323 -> 325 208 -> 281 789 -> 518 Weapon direction moves (deg) 48 -> 8 60 -> 61 48 -> 5 48 -> 14 Wrist bend, weapon hand, most (deg) 0 -> 49 0 -> 3 0 -> 19 38 -> 37 Wrist bend, other hand, most (deg) 36 -> 6 0 -> 6 36 -> 5 36 -> 6 READING THESE - Standing: the feet do not move at all (0 slide, 0 creep). Feet apart: hunter 15 -> 41 cm, slinger 18 -> 44, shaman 19 -> 41, chieftain 22 -> 60. - Walks: pace within 1.0 % of the ground speed (0.2, 0.8, 0.7, 1.0), worst foot slide 1.2-1.5 mm a frame (asked: under 1.5 % and 2 mm). The foot bones are pinned exactly ("toe tips only" within 0.4 %); what is left is the soft skin behind the toes stretching as the heel lifts. Creep over one step is HIGHER than now for the slinger (6.0 mm against 4.0), the shaman (4.0 against 1.4) and the chieftain (7.3 against 2.7). - Runs: pace within 1.0 %. Hunter and slinger slide far less than now (1.4 and 1.6 mm a frame against 4.4 and 8.2). THE SHAMAN AND THE CHIEFTAIN ARE WORSE ON THIS NUMBER: 4.0 and 4.4 mm a frame (now 3.5 and 2.5), growing over the last three frames before the foot leaves the ground; creep per step 8.6 and 9.8 mm (now 9.2 and 7.8). I tried two other ways of peeling the foot off the ground; neither lowered it and both made the knees rougher, so I kept this one. Not visible in the stills; say if it matters. - Knees: walks 2 to 3 times smoother than now (7-8 against 17-23), runs 1.5 to 2 times (16-26 against 27-50). - Weapons: club, staff, spear and sling cut through the body on 0 frames of every new clip (now: the chieftain's club 8 walk frames, the shaman's staff 1 run frame). No hand is inside the body on any frame (now: chieftain 6 walk frames). - ONE THING STILL TOUCHES: SPEAR THROWER "right forearm INSIDE 3 / 5". The elbow of the arm that trails the spear brushes the edge of the small cape on his back: 3 mm deep on 8 of 28 walk frames, 5 mm on 13 of 20 run frames. The current clips do the same (walk: both arms, 4 mm, 6 and 7 frames; run: the right arm, 4 mm, 5 frames). In the walk, holding the arm 3 degrees wider clears it but he looks as if he is holding his arms out; in the run even 5 degrees wider did not clear it. So I let it brush. His left forearm reads "INSIDE 0" on 1 run frame (0.2 mm: touching). - Closest approaches that are tight but clear: the sling 9 mm from the slinger's right shin when standing (24 in the run); the slinger's forearms 7-8 mm from his fur when walking and running; the shaman's left forearm 8 mm in the run; the chieftain's club 12 mm from the edge of his cloak when walking (20 standing) and his forearms 11-21 mm. - Wrists: the table's "wrist bend" also counts the forearm turning about its own length. The wrist joint itself bends: spear thrower 17-18 standing, 8-14 walk, 5-16 run (the rest of the 46-49 is the forearm turned 45 degrees, palm back, spread along the forearm by its twist bones) shaman 16 standing, 11-15 walk, 6-17 run chieftain 30-31 standing, 28-34 walk, 25-37 run (now 38 in every clip, never moving). THIS IS THE LARGEST WRIST BEND IN THE BATCH: 37 degrees for a moment in the run. It is what holds the club low. slinger none (hands free) - "Weapon direction moves" for the SLINGER (37 walk, 61 run) is his right hand swinging, not the sling. The sling's own swing is in the carry section. - Head: more side to side than now in every walk (44-53 mm against 23-37) and more up and down (32-52 against 17-20), because the current walks are a flat crouch with almost no hip motion; group A read the same (47-61). The head turns under 1.5 degrees in every walk. Chieftain: I cut his hip sway to bring his head from 77 to 52 mm. - Loop joins: 0.00 mm in every new clip, and the speed change at the join is smaller than inside the loop. - Slinger walk and chieftain walk: the tool counted one foot on the ground a frame longer than the other (slinger 15 and 17 of 28 frames; chieftain 14 and 15). The script puts the two feet exactly half a loop apart with equal time on the ground; the count differs because the two heels of these models are not mirror images. I saw no limp in the stills, but stills cannot rule one out. STILL WRONG / BLUNT NOTES - SPEAR THROWER, standing: the spear's butt hangs 34 cm above the ground. Only re-seating the spear in his hand (about 1 m above the butt instead of 71 cm) would let it rest on the ground; that is a model change, not done here. - SPEAR THROWER, walk and run: not the carry you asked for (see the carry section). The spear arm is held back (17 degrees walking, 33 running) and hardly swings, so that side of him is quieter than the other; in the run the arm is about as far back as a shoulder goes. From the front the raised point crosses his face in some views. - Spear thrower: the forearm turned 45 degrees is the first place I would look up close. - SHAMAN: the staff never touches the ground (17 cm clear), standing or walking. He does not lean on it. - Shaman's run is not a jog. At 3.7 m/s on a 20-frame loop each step is 1.24 m; it is a long-striding run, stooped (see SPEED SUGGESTIONS). In it the staff leans back with its foot 30 cm ahead of his hand; from the front three-quarter the foot of the staff passes in front of his right leg in the picture (the staff is never closer than 8 cm to him). - Every new walk lifts the swinging foot higher than now (10-14 cm against 8-9). The shaman's first version was 17 cm, a march; it is now 12. Lower than that made his knee rougher. - CHIEFTAIN: the club still reaches about 0.9 m out in front of him, as it does now. It cannot hang steeper (the cloak behind his arm, and the grip). His arms are carried a little forward and wide to stay clear of the cloak. The cloak itself is not animated: it follows the hips and thighs as it does today, and stands still in the run. - SLINGER: the sling is a stiff piece; it swings as a whole from the hand and its cords do not bend. He is built with the upper body set back (the current clips lean him 7-10 degrees backwards); the new clips stand him upright (2 degrees back standing, 1 forward walking, 10 forward running). - Fingers, faces and the grip on the weapons are not animated by this method: they hold the pose of the current clips. - Every run is the same footwork with different numbers; side by side the four look related. - Standing loops are 2 seconds, so breath and look-around repeat every 2 seconds and a group of the same unit moves together unless the game starts them at different points. (The game also adds its own slow idle variation to all four of these units' spine, chest and head; I have not seen the two together.) - Soles dip 2-7 mm under the floor at some point in the step (chieftain 7). NOT CHECKED - I looked at still frames only: check sheets at every tuning pass (8 moments of each walk and run, 2 of each standing loop, from the side, front three-quarter, straight front, left three-quarter and the high game view), larger stills of the standing, walk and run poses from four to six directions including from behind, the final overview sheet and 11 stills pulled from the finished videos (labels and sections are right). I did not watch any video play. Smoothness, the quarter-speed and the 1.25x parts are judged from the numbers. - The last small changes were seen less than the rest: spear thrower, arms brought closer to his body in all three clips: overview sheet and five video stills only; shaman walk, foot lift lowered: overview sheet and two video stills only; chieftain walk, less hip sway and less foot lift: overview sheet and one video still only. - Nothing was seen in the game: Unity was not started. No game lighting, no blend between standing, walk and run, no crowd, no team colour, no foot planting by the game. - The staged files were re-read in Blender only, never imported by Unity. - Leg against leg and loincloth / fur clipping: the automatic check is not reliable on these models (it reads "inside" on the current clips and on most new ones alike). Nothing obvious in the stills. - Attack, Work, Death and the shaman's Cast: not touched (compared with the live files on every frame, bone and vertex: unchanged). How the new standing pose blends into them: not seen. The slinger's Attack whirls the sling with the same sling bone that now hangs and swings: the hand-over from one to the other was not seen. - The private motion references: not used. I searched the catalogue for spear, staff, sling and club rests; it has a spear throw and a fishing stab, nothing for standing or walking with them. Nothing from it is in this folder. - A slip of mine: for a few minutes two of my own Blender jobs ran at once (a render and a 20-second script test); the rule is one at a time. The launcher's limits (under 3 Blenders, 7 GB free) were checked on every launch. A GAME TABLE THAT CARES ABOUT FOOT TIMING (not an import setting; a line of code) The game pins the feet of the nearest units itself, using a table in local file: FootPlant.cs that says when each foot is down in the Walk and the Run. - SPEAR THROWER, SHAMAN, CHIEFTAIN: the new clips were made to match their rows (hunter: walk up at 0.6071, run up at 0.35; shaman and chieftain: walk up at 0.5714, run up at 0.40). The chieftain's row has his left foot landing at 0.9911, the new clip at 0 (a quarter of a frame later). Nothing to change. - SLINGER RUN DOES NOT MATCH ITS ROW, ON PURPOSE. The task asked for a shorter time on the ground: the new run's feet leave at 0.35 of the loop; his row says 0.40 (and his current run measures 0.40). If the nearest slingers' feet drag for a frame in play, the row to use is: Person("slinger", 29, Biped(0f, 0.6071f, 0.5f, 0.1071f), Biped(0f, 0.35f, 0.5f, 0.85f)), I did not change any code and did not see this in the game. If you would rather not touch the table, say so and I rebuild his run at 0.40 (a little less bouncy). SPEED SUGGESTIONS (not applied; travel speed is a game-rules matter) 1. SPEAR THROWER, SLINGER and SHAMAN have exactly the same speeds (walk 1.209, run 3.705 m/s) and loop lengths, so in a mixed group their feet land together, and the "lightest and quickest" scout is no quicker than the old shaman. Slinger: run about 4.1 m/s (+10 %), walk about 1.3. Shaman: run about 3.0 m/s (-19 %) for a real hurried jog; or keep the speed and give his run a 16-frame loop (shorter, quicker steps; an import-setting change and a new row in the foot table). 2. Every run is 3.06 times its walk (chieftain 2.92). If the jump from walk to run looks abrupt in play, raising the walks about 15 % would close it; the walks would need re-timing. 3. CHIEFTAIN: no change wanted. Walk 1.395 m/s is 65 cm a step on 1.0 m legs: unhurried, as asked. Run 4.08 m/s is the fastest of the Tribe's fighters on foot, which suits a hero. INSTALL LIST (one file per unit, the .fbx ONLY; no .png, no .json, no .meta; NO import-setting change for any unit) local file: spear_thrower.fbx -> local file: spear_thrower.fbx local file: slinger.fbx -> local file: slinger.fbx local file: shaman.fbx -> local file: shaman.fbx local file: chieftain.fbx -> local file: chieftain.fbx What each file changes against the file now in local file: PrimevalMirror (compared on every frame, every bone, every vertex): Idle, Walk and Run only. Every other clip is the same motion (largest difference 0.002 mm on the model; spear thrower and slinger: Attack, Work, Death; shaman: Attack, Cast, Work, Death; chieftain: Attack, Work, Death). Same objects (the separate Held_Spear, Held_Sling and Held_Stone pieces included), bones, rest pose, meshes, weights, UVs, material names, clip names and clip lengths (Idle 61 keys, Walk 29, Run 21), so the clip ranges in the .meta files still fit. The <unit>_campfire.fbx files beside them are not touched and not replaced. The json ground speeds do not change (the clips were built to the speeds already there). All four files were rebuilt from the live .fbx itself (read, new clips added, written with the game's own exporter), so each has been through one extra read and write. Worth a first look in Unity. Optional and separate: the slinger's row in FootPlant.cs (previous section). The .png and .json files in the export folders are by-products of the exporter and may be old: do not install them. WORK FILES local file: tribe_b local file: tribe_gait.py (the script: standing, walk and run; separate weapon pieces, forearm turn, hanging sling), local file: tr_measure.py (the checks), local file: tr_cmp.py (live against staged), local file: gen.sh / stage.sh / render_vid.sh / make_video.sh / make_all_videos.sh / overview.sh (one unit end to end), local file: params_final.txt (that unit's numbers), local file: final_tag.txt (which try was staged), local file: numbers.txt (the table above), local file: m_<unit>_<Clip>_cur.json and _<tag>.json (all numbers), local file: cmp_<unit>_final.log (the comparison with the live file). Earlier tries are in local file: export_t0..t5, export_f1..f4 and local file: removed (nothing was deleted).
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Still frames per unit: current row above new row; standing, walk, run.
Undead A installed into local file: PrimevalMirror 2026-11-09 19:08: new Idle, Walk, Run for skeleton_warrior, skeleton_archer, ghoul, acolyte. Model files only. Backups: local file: backup_before_install skeleton_warrior installed_ok=True meta_unchanged=True skeleton_archer installed_ok=True meta_unchanged=True ghoul installed_ok=True meta_unchanged=True acolyte installed_ok=True meta_unchanged=True
UNDEAD FOOT UNITS, GROUP A - NEW STANDING (IDLE), WALK AND RUN (9 Nov 2026) STAGED ONLY. NOTHING HERE IS IN THE GAME. ===================================================================================================================== Done: SKELETON WARRIOR, SKELETON ARCHER, GHOUL, ACOLYTE (3 clips each). All four have a detailed model in the game (local file: skeleton_warrior, skeleton_archer, ghoul, acolyte); the folder names matched, nothing was substituted. Not touched: riders, the bone raptor, risen dinosaurs, the meat wagon and its crew; the warrior's Block; the acolyte's Work / Mine / Chop / Forage / Build; every Attack and Death. FILES IN THIS FOLDER <unit>_idle_old_new.mp4 CURRENT | NEW standing loop. Side view 2 loops at game speed, 1 loop at quarter speed, the same from the front three-quarter, then 2 loops from high up at the game camera's angle. (28 s) <unit>_walk_old_new.mp4 CURRENT | NEW walk. Side 4 loops, 1 loop at quarter speed, the same from the front three-quarter, then 4 loops from high up. (19 s) <unit>_run_old_new.mp4 CURRENT | NEW run. Side 6 loops, 2 loops at quarter speed, 8 loops at 1.25x (the charge sprint), the same from the front three-quarter, then 6 loops from high up. (31 s) undead_a_overview.jpg still frames, per unit: current row above new row; standing, walk, run. Units: skeleton_warrior, skeleton_archer, ghoul, acolyte. Same camera, light and model left and right. The floor squares slide back at the unit's own speed: a foot that is down should look stuck to them. Plain studio light, no team colour. The acolyte's work tools are hidden, as the game hides them when he is not working. The archer's arrow is hidden in these three clips in the game too (it only appears during the shot). Copies of the twelve videos are in local file: Primeval_review. HOW IT WAS MADE The same script method as the approved orc walks and the Tribe batch: the feet are pinned to the ground at the unit's own speed while they are down (heel first, flat, heel peels up, toes push off); the hips are carried over the standing foot; the legs are then solved to reach the pinned feet, so whatever the body does the feet stay locked. On top of that the Undead got four things the living units do not have: - TURNING IN BURSTS (skeletons): chest, shoulders and arms hold still at each footfall and turn quickly between footfalls, instead of swinging evenly. - A RATTLE (skeletons): a small, quick, dying shake of chest, shoulders, head and weapon just after every footfall (about 1-2 degrees, over 4-5 frames). - A LATE HEAD (skeletons, ghoul): the head follows the turn of the chest 2-3 frames late, and sits slightly cocked. - AN UNEVEN STRIDE (ghoul): the right foot reaches further forward than the left, so one step is longer than the other, and the body dips deeper onto one leg. Both feet are still pinned while down and the loop still closes. Standing: the skeletons do not breathe and do not sway. They stand dead still, then the head snaps to one side in 3 frames, rattles, holds for about half a second, snaps back; later one short shudder of the shoulders and weapon. The ghoul pants (3 breaths a loop), shifts its weight from leg to leg, lifts its head in three quick sniffs and opens and closes its claws. The acolyte breathes slowly with his head bowed and hands folded. Loop lengths are unchanged for every clip (standing 60 frames, walk 28, run 20), so no import setting changes. WEAPON AND SHIELD CARRY, UNIT BY UNIT (so you can overrule any one) SKELETON WARRIOR SWORD - standing: carry KEPT. It is the current hold (low at his right side, point forward and down), a little steeper: the point is 36 degrees below level (now 29) and the arm hangs straighter. Blade edge down. SWORD - walk: carry CHANGED. Now the sword swings with the arm between nearly level and 39 degrees down, 24 degrees of swing, held out ahead of him. New: the standing hold carried on, point forward and 37 degrees down, moving 5 degrees, with a small rattle at each step. SWORD - run: carry CHANGED. Now the sword is thrown about by the pumping arm (47 degrees) and points up to 47 degrees above level, tip at 1.8 m (head height). New: low at the right hip, point forward, 26 down, moving 8. SHIELD - carry CHANGED in all three. Now it hangs on the left arm at his side, face pointing out sideways (104 degrees left of straight ahead): no guard at all. New: left forearm across his front, shield in front of the left of his chest, face 27-41 degrees left of straight ahead, the same hold standing, walking and running (a little lower and tighter in the run). The shield is 0.66 m across: it covers chest and face, not the legs. SKELETON ARCHER BOW - carry CHANGED in all three. Now the bow hangs across BEHIND his hips, left to right, and passes through his pelvis and thighs (inside the body on 47 of 60 standing frames, 15 of 28 walking, 11 of 20 running, up to 36 mm deep); in the run the bow arm pumps and the bow swings 44 degrees, up in front of his face. His bow hand is flat open in every clip, so the bow looks stuck to a palm. New: bow held low at his left side in a closed fist, lying along his direction of travel, front tip 12 degrees up, level with his hip; it moves 5 degrees walking and 9 running; never closer than 36 mm to him. To hold it that way the left forearm is turned a quarter turn (thumb forward, as an arm hangs naturally); the turn is spread along the forearm and the wrist joint itself bends 9-17 degrees. ARROW HAND - empty in all three, as now (the arrow is hidden). Hangs loose with slightly curled fingers when standing and walking; swings as the free arm in the run. Arms were kept quiet on purpose (his skeleton sits about 8 cm off his body): the bow arm stays nearly straight and barely swings. GHOUL No weapon. Arms hang long and loose from the hunched shoulders and swing from the shoulder; claws open and close when standing. In the run the claws swing down to 11-15 cm off the ground at the low point of each stride (now 34-41 cm). ACOLYTE No weapon (tools hidden). CHANGED: now his arms hang at his sides and swing like a soldier's. New: hands folded in front of his belt, left wrist over right, in all three clips; in the run they are held a little higher and tighter and bounce slightly. His work clips still start from arms-at-sides (not changed). WHAT CHANGED IN THE BODY ALL, standing: current = the same stiff pose on all four: feet together (the skeletons' and the acolyte's soles overlap), both knees bent the same 26 degrees, nothing moving but a 2 degree head turn. New = feet 37-59 cm apart, one foot 14-19 cm ahead and turned out, weight on the right leg. SKELETON WARRIOR Walk: the current walk is a crouch (knees never straighter than 56 degrees). New: upright and stiff-legged (10-88), small hip sway, shield still, the body clicking round between steps. Run: upright behind the shield (leans 1 degree; now 7), real push-off, knees 18-108 (now 60-137). SKELETON ARCHER Walk: a lighter, careful version of the same: softer heel, head more alert (it turns further and later than the chest). Run: low and quick (feet lifted 18 cm against the warrior's 23), a bigger rattle at every step, right arm pumping, bow arm still. GHOUL Walk: hunched 30 degrees (now 19) on bent legs (knees never straighter than 44), right step 14 cm longer than the left, body rolling and dipping onto the left leg, arms swinging loose and late, flat-footed. Run: a low lope: leans 57 degrees (now 32) on deeply bent legs, right step 20 cm longer than the left, the whole body dropping 11 cm at each landing, claws nearly brushing the ground. ACOLYTE Walk: stooped (head bowed 14 degrees, back 11 more than now), feet barely leaving the ground (7 cm; now 12), hardly any heel strike or toe push, shoulders rocking side to side. Run: the same stoop, a hurried low run with the hands clutched in front. MEASURED NUMBERS (on the staged game files, on the visible model, game-size mm; current -> new) STANDING SKELETON WARRIOR SKELETON ARCHER GHOUL ACOLYTE Feet centres apart (mm) 170 -> 400 181 -> 370 297 -> 586 167 -> 365 Clear gap between feet (mm) -24 -> 191 -13 -> 167 24 -> 298 -6 -> 181 One foot ahead of other (mm) 0 -> 187 0 -> 174 4 -> 176 1 -> 142 Foot slide, worst (mm/frame) 0.0 -> 0.0 0.0 -> 0.0 0.0 -> 0.0 0.0 -> 0.0 Foot creep over the loop (mm) 0.0 -> 0.0 0.0 -> 0.0 0.0 -> 0.0 0.0 -> 0.0 Loop join, pose (mm) 0.00 -> 0.00 0.01 -> 0.00 0.00 -> 0.00 0.00 -> 0.00 Loop join, speed change (mm/fr) 0.0 -> 0.5 0.0 -> 0.1 0.0 -> 4.0 0.0 -> 0.2 Knee bend, least-most (deg) 26-26 -> 13-15 26-26 -> 15-20 26-26 -> 53-58 26-26 -> 26-30 Head side to side (mm) 14 -> 25 15 -> 33 12 -> 108 14 -> 31 Head turn (deg) 2 -> 35 2 -> 30 2 -> 19 2 -> 6 Weapon to body, closest (mm) 126 -> 42 INSIDE 10 -> 41 - -> - - -> - Shield to body/legs, closest (mm) 160 -> 162 - -> - - -> - - -> - Right hand to body, closest 87 -> 68 91 -> 60 148 -> 91 63 -> 36 Left hand to body, closest 83 -> 30 85 -> 121 136 -> 14 89 -> 33 Right forearm to body, closest 44 -> 36 79 -> 19 82 -> 36 61 -> 19 Left forearm to body, closest 44 -> 13 74 -> 88 80 -> 34 58 -> INSIDE 4 Frames weapon is inside the body 0 -> 0 47 -> 0 - -> - - -> - Frames shield cuts the body 0 -> 0 - -> - - -> - - -> - Frames a hand is inside the body 0 -> 0 0 -> 0 0 -> 0 0 -> 0 Weapon lowest over ground (mm) 533 -> 441 728 -> 786 - -> - - -> - Shield lowest over ground (mm) 857 -> 998 - -> - - -> - - -> - Weapon direction moves (deg) 1 -> 1 2 -> 1 - -> - - -> - Wrist bend, right hand, most (deg) 30 -> 24 0 -> 0 0 -> 0 0 -> 0 Wrist bend, left hand, most (deg) 0 -> 0 0 -> 89 0 -> 0 0 -> 0 WALK SKELETON WARRIOR SKELETON ARCHER GHOUL ACOLYTE Frames in the loop 28 -> 28 28 -> 28 28 -> 28 28 -> 28 Ground speed in the json (m/s) 1.184 1.213 1.135 1.215 Speed of planted feet (m/s) 1.185 -> 1.188 1.220 -> 1.214 1.135 -> 1.145 1.215 -> 1.217 difference from ground speed +0.1 % -> +0.3 % +0.6 % -> +0.1 % -0.0 % -> +0.9 % +0.0 % -> +0.2 % same, toe tips only +0.0 % -> +0.2 % +0.6 % -> +0.1 % -0.0 % -> +0.1 % +0.0 % -> +0.2 % Worst foot slide (mm/frame) 0.1 -> 1.3 4.1 -> 1.3 0.0 -> 1.4 0.0 -> 0.8 Worst creep in one step (mm) 0.4 -> 1.7 4.1 -> 2.0 0.0 -> 6.2 0.0 -> 1.2 Sole below the floor, worst (mm) 0 -> 5 0 -> 3 0 -> 2 0 -> 1 Loop join, pose (mm) 0.00 -> 0.00 0.00 -> 0.00 0.00 -> 0.00 0.00 -> 0.00 Loop join, speed change (mm/fr) 72 -> 43 68 -> 46 117 -> 37 82 -> 38 biggest elsewhere in the loop 72 -> 44 89 -> 59 118 -> 58 81 -> 52 Knee bend, least-most (deg) 56-91 -> 10-88 46-88 -> 15-81 38-92 -> 44-109 48-90 -> 26-70 Knee jerkiness (lower=smoother) 12.4 -> 6.8 15.0 -> 8.4 13.8 -> 8.2 15.2 -> 6.2 Head side to side (mm) 27 -> 47 28 -> 50 50 -> 133 26 -> 86 Head up and down (mm) 17 -> 28 17 -> 25 17 -> 90 18 -> 23 Body lean forward (deg) -5 -> -6 -10 -> -9 19 -> 30 -4 -> 7 Weapon to body, closest (mm) 60 -> 45 INSIDE 23 -> 36 - -> - - -> - Shield to body/legs, closest (mm) 157 -> 112 - -> - - -> - - -> - Right hand to body, closest 71 -> 26 22 -> 51 38 -> 31 INSIDE 13 -> 4 Left hand to body, closest 61 -> 24 22 -> 122 37 -> 34 36 -> 6 Right forearm to body, closest 32 -> 16 22 -> 28 52 -> 63 27 -> INSIDE 3 Left forearm to body, closest 31 -> 7 22 -> 72 50 -> 60 29 -> INSIDE 4 Frames weapon is inside the body 0 -> 0 15 -> 0 - -> - - -> - Frames shield cuts the body 0 -> 0 - -> - - -> - - -> - Frames a hand is inside the body 0 -> 0 0 -> 0 0 -> 0 7 -> 0 Weapon lowest over ground (mm) 299 -> 415 584 -> 789 - -> - - -> - Shield lowest over ground (mm) 712 -> 971 - -> - - -> - - -> - Weapon direction moves (deg) 24 -> 5 25 -> 5 - -> - - -> - Wrist bend, right hand, most (deg) 30 -> 33 0 -> 5 0 -> 10 0 -> 6 Wrist bend, left hand, most (deg) 0 -> 6 0 -> 90 0 -> 10 0 -> 6 RUN SKELETON WARRIOR SKELETON ARCHER GHOUL ACOLYTE Frames in the loop 20 -> 20 20 -> 20 20 -> 20 20 -> 20 Ground speed in the json (m/s) 3.861 3.548 3.318 3.554 Speed of planted feet (m/s) 3.877 -> 3.874 3.566 -> 3.551 3.372 -> 3.340 3.565 -> 3.567 difference from ground speed +0.4 % -> +0.4 % +0.5 % -> +0.1 % +1.6 % -> +0.7 % +0.3 % -> +0.4 % same, toe tips only +0.1 % -> +0.2 % +0.2 % -> +0.0 % +0.2 % -> +0.0 % +0.2 % -> +0.3 % Worst foot slide (mm/frame) 1.5 -> 1.8 2.2 -> 1.2 10.1 -> 2.3 1.4 -> 1.9 Worst creep in one step (mm) 4.4 -> 4.1 5.6 -> 1.2 10.1 -> 6.4 3.6 -> 3.5 Sole below the floor, worst (mm) 0 -> 4 0 -> 2 0 -> 0 -0 -> 2 Loop join, pose (mm) 0.00 -> 0.00 0.00 -> 0.00 0.00 -> 0.00 0.00 -> 0.00 Loop join, speed change (mm/fr) 174 -> 77 160 -> 73 189 -> 75 167 -> 70 biggest elsewhere in the loop 190 -> 105 173 -> 100 288 -> 350 175 -> 98 Knee bend, least-most (deg) 60-137 -> 18-108 60-136 -> 20-104 56-151 -> 53-151 66-135 -> 23-91 Knee jerkiness (lower=smoother) 28.6 -> 15.4 30.6 -> 13.9 38.0 -> 15.7 25.4 -> 12.3 Head side to side (mm) 19 -> 31 16 -> 40 16 -> 130 19 -> 50 Head up and down (mm) 68 -> 62 60 -> 47 68 -> 186 65 -> 53 Body lean forward (deg) 7 -> 1 2 -> -1 32 -> 57 9 -> 14 Weapon to body, closest (mm) 26 -> 62 INSIDE 36 -> 84 - -> - - -> - Shield to body/legs, closest (mm) 131 -> 128 - -> - - -> - - -> - Right hand to body, closest 33 -> 38 29 -> 50 INSIDE 4 -> 36 INSIDE 18 -> 18 Left hand to body, closest 18 -> 20 49 -> 164 INSIDE 3 -> 66 26 -> 7 Right forearm to body, closest 46 -> 39 18 -> 22 61 -> 8 INSIDE 32 -> INSIDE 66 Left forearm to body, closest 47 -> 11 18 -> 108 INSIDE 7 -> 36 19 -> 7 Frames weapon is inside the body 0 -> 0 11 -> 0 - -> - - -> - Frames shield cuts the body 0 -> 0 - -> - - -> - - -> - Frames a hand is inside the body 0 -> 0 0 -> 0 2 -> 0 6 -> 0 Weapon lowest over ground (mm) 734 -> 401 554 -> 710 - -> - - -> - Shield lowest over ground (mm) 703 -> 858 - -> - - -> - - -> - Weapon direction moves (deg) 47 -> 8 44 -> 9 - -> - - -> - Wrist bend, right hand, most (deg) 30 -> 30 0 -> 6 47 -> 12 46 -> 8 Wrist bend, left hand, most (deg) 0 -> 8 0 -> 94 36 -> 12 35 -> 8 READING THESE - Standing: the feet do not move at all (0 slide, 0 creep). Feet apart: warrior 17 -> 40 cm, archer 18 -> 37 cm, ghoul 30 -> 59 cm, acolyte 17 -> 37 cm (three of the four have overlapping soles now). The big "head turn" numbers of the two skeletons (35 and 30 degrees) are the twitch. - Walks: pace within 0.9 % of the ground speed (asked: 1.5 %), worst foot slide 0.8-1.4 mm a frame (asked: under 2). The foot bones are pinned exactly; what is left is the soft skin behind the toes stretching as the heel lifts. The ghoul creeps 6 mm in one step (long clawed toes); the others 1-2 mm. - Runs: pace within 0.7 %. Worst slide 1.2-2.3 mm a frame (the ghoul's current run slides 10 mm a frame; new 2.3). - Knees: every walk is about twice as smooth as now (jerkiness 6-8 against 12-15), every run about twice (12-16 against 25-38). The jerkiness that is meant (rattle, bursts, twitch) is in the chest, shoulders, head and weapon only, never in the legs. - Nothing passes through anything in the new clips: sword, shield and bow are inside the body on 0 frames of every clip (the bow is inside him on 11-47 frames of each clip now), and no hand is inside the body (now: acolyte 6-7 frames walking and running, ghoul 2 running). - Tight spots that are close but not touching: the warrior's shield forearm passes 7-13 mm from his ribs; the archer's right forearm 19-28 mm from his hip; the ghoul's left claws 14 mm from his thigh when standing and his right forearm 8 mm from his shin for one run frame; the acolyte's folded hands 4-7 mm from his belt and from each other when walking and running (they are meant to rest there). - ACOLYTE "forearm INSIDE 3-4" and, in the run, "INSIDE 66": his forearms lie against the loose front of his tunic. The 3-4 mm is that contact. The 66 mm is on 2 run frames only, at a spot beside the hanging shoulder cloth; I looked at those frames from the front, the side and three-quarter and see no arm in the body. His CURRENT run reads INSIDE 32 at the same kind of spot. I take it as the tool misreading open cloth, but it is the first place to look. - ARCHER "wrist bend, left hand 89-94": this is the quarter turn of the forearm (thumb forward) described under his carry, measured from the elbow. It is spread along the forearm; the wrist joint itself bends 9-17 degrees. - Wrists otherwise: the warrior's sword hand 24 standing, 33 walking, 30 running (now 30 in all three; the sword is fixed in his fist at an angle and some bend is needed to point it down). Everything else is 12 or less. - Head: the skeletons' heads move more than now when walking (47-50 mm side to side against 27-28) because the current walks are a flat crouch with almost no hip motion. The ghoul's head moves a lot on purpose: 13 cm side to side walking and running, 9 cm up and down walking, 19 cm running (now 7): that is the lope. - Loop joins: 0.00 mm in every new clip, and the speed change at the join is smaller than inside the loop. - GHOUL RUN "biggest speed change in the loop 350" (now 288): the big clawed foot flicking up before it lands. STILL WRONG / BLUNT NOTES - I judged everything from still frames. Jerky-on-purpose motion is exactly the kind that can look wrong in motion and fine in stills: the rattle, the bursts and the twitch are the first things to judge in the videos. Each is one or two numbers and can be turned down or off per unit without touching the feet. - SKELETON WARRIOR: the shield sits high (chest and face). From the front and from his left he is mostly shield with legs. Lowering it or turning it further aside is two numbers. - SKELETON WARRIOR: the sword arm hangs almost straight and a little behind the hip. That is what points the blade down without breaking the wrist; with a more bent elbow the wrist goes past 50 degrees. - SKELETON WARRIOR: to face the shield forward the left forearm is turned 22-26 degrees about its own length. Not visible in my stills (it is behind the shield from the front), but look there up close. - SKELETON ARCHER, bow hand: in the model the bow passes straight through the palm, at right angles to the fingers, and in the game his hand is flat open in EVERY clip. I curled the four fingers of the bow hand into a loose fist in Idle, Walk and Run so the bow reads as held. The thumb is not curled. Up close the bow still goes through the fist rather than lying across it: that is how it is attached and I did not re-seat it. HIS ATTACK STILL HAS THE OPEN HAND (not my clip): when he raises the bow the fingers will open. The attack wants the same fist. - SKELETON ARCHER: the bow is 1.35 m long and now lies fore-and-aft at hip height, so it sticks out 0.7 m ahead of and behind his hand. In a packed group it will poke through neighbours (the current carry pokes through himself). - SKELETON ARCHER: his arms hang a little away from the body. Closer and the right forearm touches the hip pouch. - GHOUL: the run is a deep crouch (leans 57 degrees, knees never straighter than 53, claw tips 11-15 cm off the ground): one step short of going on all fours. If that is too much, the milder version I made first (lean 51, claws about 30 cm up) is kept in local file: export_t8. - GHOUL: the run bounces hard (hips 11 cm, head 19 cm). If a pack of them looks like popcorn at 1.25x, it is two numbers. - GHOUL: the uneven stride is in the reach of the feet only; both feet land on the game's own beat (see the foot table section), so it is a limp-like lope, not a true gallop rhythm. - ACOLYTE: he is not robed in the model (ragged tunic, trousers, boots), so there is no skirt to hide the legs. At his walk speed each step is 57 cm: that is an ordinary stride, not the small steps of a shuffle. I made it read as a shuffle with low, flat feet and the stoop; small steps need a slower walk (see SPEED SUGGESTIONS). - ACOLYTE: his run covers 1.18 m a step: under the stoop and the folded hands the legs are plainly running hard. - ACOLYTE: the hands are folded in Idle, Walk and Run, but his work clips and attack start from arms at his sides, so the arms will unfold as he starts work. Not seen in the game. - Fingers and faces: the warrior's fists and the ghoul's and acolyte's hands are as in the current clips, except the ghoul's claws opening and closing when standing, the archer's bow fist and loosely curled right hand, and a slight curl on the acolyte's folded hands. - Standing loops are 2 seconds: every skeleton twitches once every 2 seconds, and a group of them twitches together unless the game starts them at different points. The game also adds its own slow, occasional head turn to all four when standing (HumanoidIdleVariation, 4-10 degrees every 9-17 s); I have not seen the two together. - Each run has both feet off the ground for only 2 frames a step (0.07 s). That is what the game's foot table asks for (foot down 40 % of the loop) and what the current runs do. - Soles dip 2-5 mm under the floor at some point in the step. NOT CHECKED - I looked at still frames only: check sheets at each tuning pass (8 moments of each walk and run, 2 of each standing loop, from the side, front three-quarter, straight front and the high game view), close stills of both skeletons' twitch frame by frame, of the ghoul's standing loop (12 moments), of the archer's bow hand from five directions, of the acolyte's folded hands standing, walking and running, the final overview sheet and stills pulled from the finished videos. I did not watch any video play. Smoothness, the quarter-speed and the 1.25x parts are judged from the numbers. - Nothing was seen in the game: Unity was not started. No game lighting, no blend between standing, walk and run, no crowd, no team colour, no foot planting by the game. - The staged files were re-read in Blender only, never imported by Unity. - Leg against leg: the automatic check is not reliable on these models (it reads "inside" on the current skeleton warrior and acolyte clips and on the new warrior clips alike). Nothing obvious in the stills. - Attack, Work, Death, the warrior's Block and the acolyte's Mine / Chop / Forage / Build: not touched (compared with the live files on every frame, bone and vertex: unchanged). How the new standing poses blend into them: not seen. The warrior's shield now starts an attack or a block from in front of him instead of from his side. - The earlier hand-posed Undead attempts (anim_batch_undead, local file: undead): I looked at one still sheet (the archer's hands) to understand the bow grip fault. Nothing was taken from them. - The private motion references: not opened for this batch. Nothing from them is in this folder. THE GAME'S FOOT TABLE (local file: FootPlant.cs: when each foot is down in the Walk and the Run) The new clips were made to match the four units' rows, so nothing needs to change: walk: left foot down at 0, up at 0.5714; right half a loop later (skeleton archer: up at 0.6071). run: left foot down at 0, up at 0.40; right half a loop later. One half-frame difference: the ghoul's row lifts his right running foot at 0.875; in the new run it lifts at 0.90 (the same as his left). The foot is still on the ground when the game lets go of it, which is harmless; if you want the row exact it is: Person("ghoul", 20, Biped(0f, 0.5714f, 0.5f, 0.0714f), Biped(0f, 0.4f, 0.5f, 0.9f)), I did not change any code and did not see this in the game. SPEED SUGGESTIONS (not applied; travel speed is a game-rules matter) 1. ACOLYTE walk 1.22 m/s is the fastest walk of the four: the stooped servant out-walks the skeleton warrior (1.18) and the ghoul (1.13). For a real shuffle with small steps about 0.85 m/s (-30 %); or keep the speed and give his walk a shorter loop (22 frames instead of 28: an import-setting change and a new row in the foot table). 2. ACOLYTE run 3.55 m/s is the same as the skeleton archer's and faster than the ghoul's: 1.18 m a step. For a hurried shuffle about 2.8 m/s (-20 %). 3. GHOUL run 3.32 m/s is the SLOWEST run of the four; the skeleton warrior with sword and shield (3.86) outruns the predator by 16 %. For a loping hunter about 4.1 m/s (+25 %) would also give the lope room for a real leap; at 3.32 the bound is mostly up-and-down. 4. SKELETON WARRIOR run 3.86 m/s is the fastest in the batch and faster than the Tribe's spear warrior (3.38) and heavy guard (3.63). If skeletons are meant to be relentless rather than quick, about 3.4 m/s (-12 %). 5. All four walks are within 8 % of each other (1.13-1.22) and all runs use the same 20-frame loop, so the four units step in time with each other. A 22-frame run for the warrior and an 18-frame run for the archer would separate "heavy" from "scuttling" (import-setting changes and new foot-table rows). INSTALL LIST (one file per unit, the .fbx ONLY; no .png, no .json, no .meta; NO import-setting change for any unit) local file: skeleton_warrior.fbx -> local file: skeleton_warrior.fbx local file: skeleton_archer.fbx -> local file: skeleton_archer.fbx local file: ghoul.fbx -> local file: ghoul.fbx local file: acolyte.fbx -> local file: acolyte.fbx What each file changes against the file now in local file: PrimevalMirror (compared on every frame, every bone, every vertex): Idle, Walk and Run only. Every other clip is the same motion (largest difference 0.002 mm on the model; warrior: Attack, Work, Death, Block; archer: Attack, Work, Death; ghoul: Attack, Work, Death; acolyte: Attack, Work, Death, Mine, Chop, Forage, Build). Same objects, bones, rest pose, meshes, weights, UVs, material names, clip names and clip lengths (Idle 61 keys, Walk 29, Run 21), so the clip ranges in the .meta files still fit. The archer's bow, string and arrow and the acolyte's three tool props are in the files as before. The json ground speeds do not change (the clips were built to the speeds already there). All four files were rebuilt from the live .fbx itself (read, new clips added, written with the game's own exporter), so each has been through one extra read and write. Worth a first look in Unity. The .png and .json files in the export folders are by-products of the exporter and may be old: do not install them. WORK FILES local file: undead_a local file: undead_gait.py (the script: standing, walk and run, with the Undead layers), local file: tr_measure.py (the checks), local file: tr_cmp.py (live against staged), local file: gen.sh / stage.sh / final.sh / render_vid.sh / make_video.sh / videos_all.sh / overview.sh (one unit end to end), local file: params_final.txt (that unit's numbers), local file: numbers.txt (the table above), local file: m_<unit>_<Clip>_cur.json and _final.json (all numbers), local file: cmp_<unit>_final.log (the comparison with the live file). Earlier tries are in local file: export_t0..t8 and local file: removed (nothing was deleted).
Before | after: the axe points down in the walk, run and standing.
Stills, front and side: standing, mid-walk, mid-run, every version.
Before | after: axes hanging down in the walk and run. Front three-quarter, side, game camera.
Original | first new | corrected: his original low axe hold on the new walk.
Original | first new | improved: a looser peon walk.
Installed into local file: PrimevalMirror 2026-11-09 19:08: axe thrower (axe hanging down), warchief (original axe hold on the new walk), peon (looser walk). Model files only. The berserker's final file (axes down + both chops) is installed by the melee-drawing job. Backups: local file: backup_before_install axe_thrower installed_ok=True meta_unchanged=True orc_warchief installed_ok=True meta_unchanged=True peon installed_ok=True meta_unchanged=True
AXES CARRIED DOWN (BERSERKER, AXE THROWER), WARCHIEF ORIGINAL AXE HOLD, LOOSER PEON WALK (9 Nov 2026) STAGED ONLY. NOTHING HERE IS IN THE GAME. ===================================================================================================================== FILES IN THIS FOLDER (copies of the videos are in local file: Primeval_review) berserker_walk_run_axes_down.mp4 BEFORE | AFTER. Walk, then Run. Each: front three-quarter, side, high game camera; 2 loops at game speed, then 1 loop at quarter speed. axe_thrower_walk_run_axe_down.mp4 BEFORE | AFTER. Walk, Run, then Standing (his standing hold was changed too). orc_warchief_walk_run_axe_original.mp4 ORIGINAL (clips before 9 Nov) | CURRENT NEW | CORRECTED. Walk, then Run. peon_walk_looser.mp4 ORIGINAL | CURRENT NEW | IMPROVED. Walk. berserker_axes_down_sheet.jpg stills, front and side: standing, mid-walk, mid-run; every unit and version. Floor squares slide at each unit's own ground speed. Plain studio light, no team colour. --------------------------------------------------------------------------------------------------------------------- 1. ORC BERSERKER - AXES HANGING DOWN IN WALK AND RUN --------------------------------------------------------------------------------------------------------------------- WHAT CHANGED: only the two wrists (hand turn) and the skin-twist bones of the forearm, in Walk and Run. Hands stay exactly where they were (0 mm moved); legs, hips, spine, shoulders, elbows untouched. Idle, Attack, Death, Work, mesh: identical (checked every bone and vertex, every frame). Frame counts the same (Walk 29 keys, Run 21), loops seamless. Each haft now points at the ground with the head below the hand, beside the leg, swinging half as much as the arm. !! THE CUTTING EDGES FACE BACKWARD, NOT FORWARD. The axes are fixed in his fists with the head on the thumb side. Hanging the head down by bending the wrist toward the little finger turns the edge to face back. Edge forward would need the hand turned right round as well: I measured 150-177 degrees of wrist turn for that. It cannot be done without re-seating the axes in his fists (a model job). The blade hangs flat beside the leg, edge trailing. HOW FAR FROM STRAIGHT DOWN (target within about 15 while standing mid-stride) whole clip at mid-stride (arm hanging) before Walk 5-16 deg 6-9 deg about 85-101 (level) Run 5-17 deg 6-10 deg about 81-100 Ground: hung straight down the axe heads came 5 cm off the ground. I tilted them 6 degrees back (head a little behind the hand) and 5 degrees out, the least that gives about 10 cm. LOWEST POINT OF EACH AXE ABOVE THE GROUND Walk left 0.097 m, right 0.101 m Run left 0.099 m, right 0.102 m CLOSEST APPROACH TO HIS LEGS / BODY Walk 0.168 m Run 0.269-0.270 m (before 0.200 / 0.219) (true penetration test on every frame: every axe vertex, edge middle and face centre against his closed body surface, arms left out; 0 frames inside, in Idle, Walk and Run) WRIST BEND (hand turned from its modelled rest on the forearm) Walk 110-135 deg, Run 89-130 deg (before 26-45 / 24-47). This is the price of hanging the axe down with this grip. In the close renders the wrist is hidden inside his big leather bracer and the green fingers wrap the haft; I saw no broken-looking wrist, but it is a very large bend and would show on a bare wrist. HAND-OVER FROM THE IDLE (the Idle was left as it is, as asked) Idle first frame -> Walk first frame: hands 0.12 m apart (same as before), axe heads 1.36 m (left) / 1.47 m (right) apart, hafts turn 92 / 103 degrees. Idle -> Run: hands 0.17 / 0.19 m, heads 1.48 / 1.59 m. So the crossfade will SWING THE AXES from level to hanging every time he starts walking. To remove that, his Idle needs the same hanging hold (one script run; I did not do it because you said the idle stays for now). ATTACK2 (owner chose both chops) The final file local file: orc_berserker.fbx = the above + a SECOND ATTACK TAKE named "Attack2" (option B, left-hand chop, copied from staged_B's Attack). Re-imported in Blender: takes Attack 1-25, Attack2 1-25, Death 1-37, Idle 1-61, Run 1-21, Walk 1-29, Work 1-31, all named <rig>|<Clip> like the others. Attack2 against staged_B's Attack: bones 0.003 mm, skin 0.004 mm, every frame. Every other take against my axes-down file: under 0.003 mm. THIS FILE ADDS A TAKE: the game side needs a clip entry "Attack2" (frames 0-24, not looping) in orc_berserker.fbx.meta and a state in his animator controller. READY.txt is written next to the file. --------------------------------------------------------------------------------------------------------------------- 2. ORC AXE THROWER - AXE HANGING DOWN (STANDING, WALK, RUN) --------------------------------------------------------------------------------------------------------------------- His standing hold was level too, so the jump into the walk would have been large: I changed his STANDING clip the same way (you did not say his idle should stay). Changed: right wrist / forearm twist in Idle, Walk, Run. Hand positions, body, every other clip (Attack, Death, Work) identical. Same frame counts. Same grip problem as the berserker: THE EDGE FACES BACKWARD (slightly down). His axe is a separate piece on its own bone in the fist; I did not move it in the hand. haft from straight down lowest point closest to legs wrist bend before (bend / legs) Standing 10-12 deg 0.183 m 0.119 m 109-111 deg 36-40 / 0.123 Walk 5-20 (mid-stride 9-13) 0.179 m 0.068 m 110-123 deg 8-34 / 0.084 Run 5-19 (mid-stride 9-14) 0.192 m 0.103 m 121-135 deg 16-49 / 0.067 Head tilted 10 degrees forward of straight down (it saves about 15 degrees of wrist; he is short enough that the head still clears the ground by 18 cm). 0 frames with the axe inside him. Standing -> Walk: hand 0.31 m (as before), axe head 0.42 m, haft turns 9 deg. Standing -> Run: 0.37 / 0.49 m. LOOK: his wrist is bare. In the close-up from behind his fingers hook round the haft like a loose hold; the wrist bend (up to 135 deg in the run) is the weakest part. Please look at the run at quarter speed. --------------------------------------------------------------------------------------------------------------------- 3. ORC WARCHIEF - NEW BODY MOTION, ORIGINAL AXE HOLD --------------------------------------------------------------------------------------------------------------------- Walk: legs, hips, spine, chest, head, clavicles from his new walk. The right arm is first copied from the ORIGINAL walk (matched by stride: right foot furthest forward on the same frame), then the elbow and shoulder are turned so the wrist lands where the original has it relative to his hips, and the hand takes the original's angle relative to the hips (the forearm takes 60 % of any extra turn about its length, up to 45 deg, so the wrist is not wrung). Axe head against the original, relative to the hips: largest difference 3.7 cm (current new walk: 0.83 m). The 3.7 cm is where the new shoulder is too far away for the arm to reach the original wrist spot. Lowest axe point 0.116 m (original 0.085, current 0.351). Closest to his legs 0.029 m (original 0.058, current 0.181): close, not touching; 0 frames inside. Wrist 20-40 deg (original 24, current 21-38). Run: the current run held the axe out level to the side; the original run waved it up over the shoulder. I gave the run the CORRECTED WALK'S hold, taken relative to his chest (the run leans and drops), raised 6 cm because the run's lower hips put the axe head on the ground (it touched at 0.007 m). Now lowest 0.067 m, closest to legs 0.074 m, 0 frames inside, wrist 44-49 deg. Idle not changed: Idle -> Walk hand 0.20 m, axe head 0.20 m (current 0.22 / 0.34). Idle -> Run hand 0.32 m, head 0.87 m (current 0.39 / 0.68): the run's first frame is a different point of the stride; the blend will swing the axe there. Attack, Death, Work, Idle identical to the current staged file. --------------------------------------------------------------------------------------------------------------------- 4. ORC PEON - LOOSER WALK --------------------------------------------------------------------------------------------------------------------- Same script method, new settings: more hip drop and side shift over the planted foot, chest turning against the hips and the lower spine bending with it, stoop down from 13 to 8 degrees with a breathing nod each step, arms hanging lower and swinging further from the shoulder with a looser elbow and the hand lagging behind the forearm, higher heel strike and toe-off, knee folding further through the passing position, head bobbing with the step. Step LENGTH cannot get longer: it is fixed by his ground speed and the 28-frame loop (0.93 m per stride). ORIGINAL CURRENT NEW IMPROVED Pace error (planted feet) +0.90 % +1.19 % +1.51 % (toe tips only: +0.28 %) Worst foot slide mm/frame 5.4 1.5 1.8 Knee bend, range 45-90 20-79 23-91 (smoothness 6.7 deg/frame2; original 15) Hip bob / head bob mm 17 / 17 34 / 37 52 / 54 Head side sway mm / turn 44 / 1.2 82 / 3.0 121 / 5.4 deg Body lean deg 4.4 13.4 8.0 Foot lift in swing mm 56 104 155 Hands to body, closest mm 61 106 164 Forearms to body, closest INSIDE 6 mm 3.5 mm (0 frames inside) Legs against each other INSIDE 1 mm 14 mm Loop seam - 0.000 mm 0.000 mm Only the Walk changed (Idle, Run, Attack, Build, Chop, Forage, Mine, Work, Death identical; checked). STILL WRONG: his fingers are spread flat in the walk (taken from the source walk; this method does not pose fingers). At the front of the swing the hands come a little forward of the hips with the palms open; it reads looser but still a touch "reaching". Pace +1.51 % is at the edge of the 1.5 % target (the toe tips are +0.28 %; the rest is the soft skin behind the toes stretching, as in the other walks). --------------------------------------------------------------------------------------------------------------------- WHAT I DID NOT CHECK --------------------------------------------------------------------------------------------------------------------- - I looked at still frames (several sheets per unit, close-ups of the berserker and thrower wrists) and 8 frames pulled from the finished videos. I did NOT watch the videos play; smoothness at speed is judged from the numbers. - Nothing was seen in Unity: no crossfades, no game lighting, no team colour. Staged files were re-read in Blender only. - "Closest to the legs" is measured against the body including the loincloth and legs (arms left out); I did not separate loincloth from thigh. Leg-against-leg is only measured for the peon. - The berserker's and thrower's wrist skin at 110-135 deg was seen only in the stills, not every frame. - The warchief's Run was given the walk's hold; the original Run was not used (it waved the axe overhead). --------------------------------------------------------------------------------------------------------------------- INSTALL LIST (the .fbx only; no .png, .json or .meta from the work folders) --------------------------------------------------------------------------------------------------------------------- local file: orc_berserker.fbx -> local file: orc_berserker.fbx ADDS TAKE "Attack2": needs a .meta clip entry (frames 0-24, not looping) and an animator state (other worker). The axe textures from the axe designer's install list are still needed. (Without Attack2, the same Walk/Run fix alone is local file: orc_berserker.fbx.) local file: axe_thrower.fbx -> local file: axe_thrower.fbx (Idle, Walk, Run changed; no import change) local file: orc_warchief.fbx -> local file: orc_warchief.fbx (Walk, Run changed; no import change) local file: peon.fbx -> local file: peon.fbx (Walk changed; no import change) WORK FILES local file: axes_down (tools: carry.py + apply.py hanging carry, transplant.py warchief arm, measure.py numbers, add_take.py + verify_takes.py Attack2, peon.sh looser walk; logs, work json numbers). Peon settings: local file: params_l3.txt
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Still frames per unit: current row above new row; standing, walk, run.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Tribe A installed into local file: PrimevalMirror 2026-11-09 17:42: spear_warrior and heavy_guard (new Idle, Walk, Run). Model files only. The villager is NOT installed (waiting for the owner's choice on his walk). Backups: local file: backup_before_install spear_warrior installed_ok=True meta_unchanged=True heavy_guard installed_ok=True meta_unchanged=True 2026-11-09 17:43 villager (owner: 'the new villager walk is impressive and looks perfect') installed_ok=True meta_unchanged=True
TRIBE FOOT UNITS, GROUP A - NEW STANDING (IDLE), WALK AND RUN (9 Nov 2026) STAGED ONLY. NOTHING HERE IS IN THE GAME. ===================================================================================================================== Done: VILLAGER, SPEAR WARRIOR, HEAVY GUARD (3 clips each). NOT DONE: CLUBMAN. He has no detailed model in the game. There is no local file: clubman folder, no clubman.json and no clips: the clubman on screen is still the old block figure (local file: clubman.fbx, imported with animation switched off) and the game's code moves it. There is nothing for this method to remake until he has a rigged model. I did not substitute another unit. FILES IN THIS FOLDER <unit>_idle_old_new.mp4 CURRENT | NEW standing loop. Side view 2 loops at game speed, 1 loop at quarter speed, the same from the front three-quarter, then 2 loops from high up at the game camera's angle. (28 s) <unit>_walk_old_new.mp4 CURRENT | NEW walk. Side 4 loops, 1 loop at quarter speed, the same from the front three-quarter, then 4 loops from high up. (19 s) <unit>_run_old_new.mp4 CURRENT | NEW run. Side 6 loops, 2 loops at quarter speed, 8 loops at 1.25x (the charge sprint), the same from the front three-quarter, then 6 loops from high up. (28-31 s) tribe_a_overview.jpg still frames, per unit: current row above new row; standing, walk, run. Units: villager, spear_warrior, heavy_guard. Same camera, light and model left and right. The floor squares slide back at the unit's own speed: a foot that is down should look stuck to them. Plain studio light, no team colour. The villager's work tools are hidden, as the game hides them when he is not working. Copies of the nine videos are in local file: Primeval_review. HOW IT WAS MADE The same script method as the approved orc walks: the feet are pinned to the ground at the unit's own speed while they are down, heel first, then flat, then the heel peels up and the toes push off; hips drop and shift over the standing foot; chest turns against the hips; arms swing from the shoulder; head kept level. Standing: feet pinned apart, one a little forward and turned out, weight on one leg, slow breathing, a small weight shift, one look to the side per loop. Run: both feet off the ground between steps, landing under the body on a bent knee, pushing off to a straight leg. The script was re-written for the Tribe (the orc scripts are untouched) because these units differ from the orcs: the heavy guard is on a different, smaller skeleton (22 bones, no fingers), the spear is on its own grip bone, and the shields ride the left forearm. Three things were added to the footwork, which made the knees much smoother: at the very end of each step the foot rolls up over the toe tips, the swinging foot starts its swing gently, and in the run the foot lands closer under the body. Lighter than the orcs: feet under the hips (walking feet 20-25 cm apart; the heavy guard 64 cm, as in his current walk, because his hips are that wide), shoulders roll 2 degrees (the grunt 5), hips sway 2-3 cm (grunt 4.5), no swagger. Loop lengths are unchanged (standing 60 frames, walk 28, run 20; heavy guard's run 18), so no import setting changes. WEAPON AND SHIELD CARRY, UNIT BY UNIT (so you can overrule any one) VILLAGER No weapon: hands free in all three clips, as now. Fingers are as in the current clips (open when standing and walking, fists in the run). SPEAR WARRIOR SPEAR - standing: carry KEPT. Upright in the right hand, fist at chest height, the butt by his right foot 3-4 cm off the ground (now 4-5 cm). SPEAR - walk: carry KEPT, cleaned up. Still upright in the right fist at chest height, but lifted so the butt is 11-17 cm off the ground and leaning 10 degrees back (point back over the shoulder line). Why: in the current walk the butt comes within 9 mm of the ground at every step and the shaft passes through his right thigh on 12 of the 28 frames. SPEAR - run: carry KEPT in kind (levelled at the right hip, point forward), CHANGED in angle. The point is 16 degrees up instead of 35-46, the hand hangs lower beside the hip, and it moves 7 degrees instead of 10. Why: the current run puts the shaft through his hip on 7 of 20 frames and bends the wrist 53 degrees (now 15, and the spear is never closer than 39 mm to him). SHIELD - carry CHANGED in all three. Now: it hangs on a straight left arm at his side, face pointing out sideways (72 degrees left), its lower rim 16-34 cm off the ground, and his left hand is inside his hip on 6-21 frames of each clip. New: held up in front of his left side, fist in front of the belly, face 34 degrees left of straight ahead, covering him from shoulder to knee. In the run it is turned further aside (57 degrees left) and pulled in beside the left shoulder. Why: he had no guard at all, and the hand clipped. HEAVY GUARD MACE - standing: carry KEPT. Hanging low at his right side, head forward and down (33 degrees down, now 21). The hand is a little further out so the butt of the handle clears his hip armour (7 -> 13 mm). MACE - walk: carry KEPT in kind, steadied. Same low hold, head 29 degrees down, moving 4 degrees. The current walk swings it 24 degrees and the handle cuts his thigh armour on 10 of 28 frames. MACE - run: carry CHANGED. The current run throws the mace from below level up to 64 degrees, the head reaching 1.93 m (over his own head), and through his right thigh on 9 of 18 frames. New: the same low hold as his walk, head forward and 18 degrees down, moving 8 degrees, an easy arm drive. SHIELD - carry CHANGED in all three. Now: hanging at his left side facing sideways (67 degrees left); in the run it flaps between 63 and 99 degrees. New: left forearm across his front, shield in front of the left of his chest, face 29-36 degrees left of straight ahead, the same hold standing, walking and running. It does not flap. Note the model's shield is 0.7 m across: it covers his chest, not his legs. WHAT CHANGED IN THE BODY ALL, standing: current = a stiff symmetrical pose, both knees bent 23-26 degrees, villager and spear warrior with the feet together (soles overlapping), nothing moving but a 2 degree head turn. New = weight on the right leg, left foot 15-21 cm ahead and turned out, knees 16-29 degrees, breathing, a small sway, a 7-10 degree look to the side. VILLAGER Standing: arms hang at his sides (now they stick out 26 degrees). Walk: a brisk long-striding walk, upright, arms swinging freely. Run: a sprint with a real push-off and arm drive. SPEAR WARRIOR Walk: the current walk is a crouch (knees never straighter than 44 degrees); the new one stands up (13-87). Run: the same, 58-137 becomes 18-116. HEAVY GUARD Walk: also a crouch now (48-91); new 13-75, heavier than the others: more hip sway, feet lifted less. Run: a heavy run under the shield, 53-116 becomes 18-101. MEASURED NUMBERS (on the staged game files, on the visible model, game-size mm; current -> new) STANDING VILLAGER SPEAR WARRIOR HEAVY GUARD Feet centres apart (mm) 128 -> 378 180 -> 453 631 -> 716 Clear gap between feet (mm) -58 -> 168 -17 -> 199 384 -> 459 One foot ahead of other (mm) 6 -> 152 18 -> 210 0 -> 155 Foot slide, worst (mm/frame) 0.0 -> 0.0 0.0 -> 0.0 0.0 -> 0.0 Foot creep over the loop (mm) 0.0 -> 0.0 0.0 -> 0.0 0.0 -> 0.1 Loop join, pose (mm) 0.00 -> 0.00 0.01 -> 0.00 0.00 -> 0.00 Loop join, speed change (mm/fr) 0.0 -> 0.4 0.0 -> 0.3 0.0 -> 0.4 Knee bend, least-most (deg) 23-26 -> 16-25 26-26 -> 16-29 26-26 -> 20-28 Head side to side (mm) 16 -> 32 16 -> 33 17 -> 15 Head turn (deg) 2 -> 9 2 -> 10 2 -> 7 Weapon to body, closest (mm) - -> - 17 -> 57 7 -> 13 Shield to body/legs, closest (mm) - -> - 127 -> 149 147 -> 127 Weapon hand to body, closest 160 -> 29 70 -> 79 38 -> 46 Other hand to body, closest 162 -> 20 INSIDE 2 -> 60 27 -> 51 Right forearm to body, closest 86 -> 37 INSIDE 9 -> 13 INSIDE 45 -> INSIDE 48 Left forearm to body, closest 76 -> 35 35 -> 6 INSIDE 26 -> 7 Frames weapon cuts the body - -> - 0 -> 0 0 -> 0 Frames shield cuts the body - -> - 0 -> 0 0 -> 0 Frames a hand is inside the body 0 -> 0 21 -> 0 0 -> 0 Weapon lowest over ground (mm) - -> - 43 -> 34 435 -> 294 Shield lowest over ground (mm) - -> - 343 -> 561 769 -> 943 Weapon direction moves (deg) 2 -> 6 0 -> 1 1 -> 2 Wrist bend, weapon hand, most (deg) 0 -> 0 32 -> 34 0 -> 7 Wrist bend, other hand, most (deg) 0 -> 0 30 -> 0 0 -> 0 WALK VILLAGER SPEAR WARRIOR HEAVY GUARD Frames in the loop 28 -> 28 28 -> 28 28 -> 28 Ground speed in the json (m/s) 1.691 1.173 1.226 Speed of planted feet (m/s) 1.701 -> 1.700 1.180 -> 1.182 1.235 -> 1.235 difference from ground speed +0.6 % -> +0.5 % +0.6 % -> +0.8 % +0.7 % -> +0.7 % same, toe tips only +0.4 % -> +0.4 % +0.6 % -> +0.4 % +0.0 % -> +0.2 % Worst foot slide (mm/frame) 1.8 -> 1.3 4.0 -> 1.2 2.4 -> 0.7 Worst creep in one step (mm) 6.8 -> 5.8 4.0 -> 5.5 4.8 -> 4.3 Sole below the floor, worst (mm) 6 -> 4 0 -> 4 1 -> 6 Loop join, pose (mm) 0.00 -> 0.00 0.00 -> 0.00 0.00 -> 0.00 Loop join, speed change (mm/fr) 101 -> 66 80 -> 44 82 -> 49 biggest elsewhere in the loop 159 -> 82 90 -> 54 98 -> 61 Knee bend, least-most (deg) 5-69 -> 13-80 44-88 -> 13-87 48-91 -> 13-75 Knee jerkiness (lower=smoother) 38.0 -> 8.4 16.1 -> 6.8 14.3 -> 7.1 Head side to side (mm) 67 -> 47 24 -> 51 45 -> 61 Head up and down (mm) 49 -> 44 17 -> 37 18 -> 45 Body lean forward (deg) 7 -> 2 -7 -> -5 1 -> 4 Weapon to body, closest (mm) - -> - INSIDE 28 -> 55 INSIDE 6 -> 23 Shield to body/legs, closest (mm) - -> - 36 -> 106 43 -> 99 Weapon hand to body, closest 41 -> 32 52 -> 60 31 -> 48 Other hand to body, closest 32 -> 23 INSIDE 48 -> 72 INSIDE 6 -> 37 Right forearm to body, closest 65 -> 55 INSIDE 3 -> 7 INSIDE 52 -> INSIDE 52 Left forearm to body, closest 44 -> 37 24 -> 3 INSIDE 41 -> 8 Frames weapon cuts the body - -> - 12 -> 0 10 -> 0 Frames shield cuts the body - -> - 0 -> 0 0 -> 0 Frames a hand is inside the body 0 -> 0 15 -> 0 1 -> 0 Weapon lowest over ground (mm) - -> - 9 -> 110 189 -> 298 Shield lowest over ground (mm) - -> - 208 -> 631 611 -> 895 Weapon direction moves (deg) 87 -> 77 9 -> 3 24 -> 4 Wrist bend, weapon hand, most (deg) 8 -> 6 21 -> 37 0 -> 15 Wrist bend, other hand, most (deg) 8 -> 6 30 -> 6 0 -> 6 RUN VILLAGER SPEAR WARRIOR HEAVY GUARD Frames in the loop 20 -> 20 20 -> 20 18 -> 18 Ground speed in the json (m/s) 5.163 3.382 3.627 Speed of planted feet (m/s) 5.176 -> 5.196 3.413 -> 3.399 3.662 -> 3.648 difference from ground speed +0.3 % -> +0.7 % +0.9 % -> +0.5 % +1.0 % -> +0.6 % same, toe tips only +0.1 % -> +0.4 % +0.2 % -> +0.3 % +0.0 % -> +0.2 % Worst foot slide (mm/frame) 1.5 -> 3.7 5.4 -> 1.6 3.8 -> 1.8 Worst creep in one step (mm) 2.8 -> 7.3 10.6 -> 4.9 3.8 -> 4.2 Sole below the floor, worst (mm) 0 -> 3 0 -> 3 9 -> 5 Loop join, pose (mm) 0.00 -> 0.00 0.00 -> 0.00 0.00 -> 0.00 Loop join, speed change (mm/fr) 239 -> 101 178 -> 71 196 -> 81 biggest elsewhere in the loop 227 -> 130 171 -> 96 186 -> 113 Knee bend, least-most (deg) 23-139 -> 18-124 58-137 -> 18-116 53-116 -> 18-101 Knee jerkiness (lower=smoother) 55.7 -> 24.5 29.1 -> 16.5 25.9 -> 17.1 Head side to side (mm) 17 -> 35 16 -> 26 22 -> 27 Head up and down (mm) 73 -> 80 61 -> 68 59 -> 79 Body lean forward (deg) 7 -> 7 5 -> 4 13 -> 10 Weapon to body, closest (mm) - -> - INSIDE 12 -> 39 INSIDE 52 -> 41 Shield to body/legs, closest (mm) - -> - 64 -> 147 12 -> 142 Weapon hand to body, closest 24 -> 27 62 -> 79 INSIDE 32 -> 81 Other hand to body, closest 70 -> 21 INSIDE 21 -> 49 INSIDE 41 -> 41 Right forearm to body, closest 29 -> 35 INSIDE 3 -> 32 INSIDE 58 -> INSIDE 39 Left forearm to body, closest 17 -> 35 23 -> 10 INSIDE 40 -> 27 Frames weapon cuts the body - -> - 7 -> 0 9 -> 0 Frames shield cuts the body - -> - 0 -> 0 0 -> 0 Frames a hand is inside the body 0 -> 0 6 -> 0 14 -> 0 Weapon lowest over ground (mm) - -> - 249 -> 546 558 -> 331 Shield lowest over ground (mm) - -> - 160 -> 703 693 -> 850 Weapon direction moves (deg) 40 -> 112 10 -> 7 54 -> 8 Wrist bend, weapon hand, most (deg) 51 -> 6 53 -> 15 0 -> 23 Wrist bend, other hand, most (deg) 39 -> 6 30 -> 8 0 -> 8 READING THESE - Standing: the feet do not move at all (0 slide, 0 creep). Feet apart: villager 13 -> 38 cm, spear warrior 18 -> 45 cm (their soles overlap now), heavy guard 63 -> 72 cm (he was never feet-together; his fault was the stiff square pose). - Walks: pace within 0.8 % of the ground speed, worst foot slide 0.7-1.3 mm a frame (asked: under 1.5 % and 2 mm). The foot bones are pinned exactly; what is left is the soft skin behind the toes stretching as the heel lifts. - Runs: pace within 0.7 %. Spear warrior and heavy guard slide less than now (1.6 and 1.8 mm a frame against 5.4 and 3.8). THE VILLAGER'S RUN IS WORSE ON THIS NUMBER: 3.7 mm a frame and 7.3 mm creep per step, against 1.5 and 2.8 now. At his speed the toes push off very fast and the skin there moves. Not visible in the stills; say if it matters. - Knees: every walk is 2 to 4 times smoother than now (jerkiness 7-8 against 14-38), runs about 1.5 to 2 times (17-25 against 26-56). The remaining jolt in the runs is the moment the foot lands. - Nothing passes through anything in the new clips: the spear, the mace and both shields cut through the body on 0 frames of every clip (now: spear 12 walk / 7 run frames, mace 10 walk / 9 run frames), and no hand is inside the body (now up to 21 frames). - Closest approaches that are tight: the spear warrior's left forearm passes 3-10 mm from his side (the elbow of the shield arm brushes his fur); the heavy guard's left forearm is 7-8 mm from his belly, and his mace handle 13 mm from his hip armour when standing. Close, not touching. - HEAVY GUARD "right forearm INSIDE 39-52": the same reading as in his current clips (45-58), and the tool reads 33 mm "inside" even on the untouched model with the arms at rest. It is his forearm armour overlapping his hip armour in the model, not something a pose does. I see no arm in his body in the frames. - Wrists: the largest bend is the spear warrior's spear hand, 37 degrees walking and 34 standing (now 21 and 32; his current run is 53, new 15). Part of that turn is now spread along the forearm, so the wrist joint itself bends 27. Heavy guard's mace hand 7 standing, 15 walking, 23 running (now 0: his wrist never moves at all today). - Head: villager's head moves less than now when walking (47 mm side to side against 67). Spear warrior and heavy guard move it MORE (51 and 61 mm against 24 and 45; up and down 37-45 against 17-18) because the current walks are a flat crouch with almost no hip motion. In the runs 26-35 mm side to side and 68-80 up and down (now 16-22 and 59-73). - Loop joins: 0.00 mm in every new clip, and the speed change at the join is smaller than inside the loop. STILL WRONG / BLUNT NOTES - VILLAGER WALK: the current one is the walk you liked on 3 Nov ("use the way he walks for all human troops"). It is not a bad walk; its measured faults are jerky knees (38 against 8 now) and nothing else. The new one is more upright (he leans 2 degrees, the current one 7) and steadier. If you prefer the current walk, say so: the new standing and run do not depend on it. - Villager walk and run are fast for his legs (see SPEED SUGGESTIONS): each walking step is 79 cm on 89 cm legs, so his knee is bent 28-33 degrees as the weight comes onto it. It reads as striding out, not as an easy stroll. - Spear warrior: the shield is 1.1 m across. From the front and from his left he is mostly shield with a head and a spear. That is the model; turning it further aside or lowering it shows more of him (two numbers). - Spear warrior: the spear is upright when standing and walking and levelled at the hip when running, so the weapon swings down as he breaks into a run (the game does this today too). The hand never leaves the shaft. - Heavy guard: to face the shield forward his left forearm is turned 54-59 degrees about its own length. His skeleton has no forearm twist bones, so that turn sits at the elbow. It looked right in my close stills (the elbow is behind the shield from the front) but it is the first place I would look up close. - Heavy guard: the mace head points forward and down in all three clips; from high up it sticks out ahead of him. I could not hang it straight down: it is fixed in his fist at 45 degrees to the forearm. - Heavy guard's run is upright (leans 10 degrees, now 13) and takes long strides; it is a heavy run, not a jog. - Fingers, faces and the grip on the weapons are not animated by this method: they hold the pose of the current clips. - Every run is the same footwork with different numbers; side by side the three look related. - Standing loops are 2 seconds, so breath and look-around repeat every 2 seconds and a group of the same unit moves together unless the game starts them at different points. (The game also adds its own slow idle variation to the spear warrior's and heavy guard's spine, chest and head; I have not seen the two together.) - Soles dip 3-6 mm under the floor at some point in the step. - The heavy guard's "1.25x" section plays at 1.29x: his run is 18 frames, and 14 is the nearest whole loop. NOT CHECKED - I looked at still frames only: check sheets at every tuning pass (8 moments of each walk and run, 2 of each standing loop, from the side, front three-quarter, straight front, left three-quarter and the high game view), larger stills of each final standing pose from six directions, close stills of the spear warrior's and heavy guard's walk from six directions, the final overview sheet, and 12 stills pulled from the 9 finished videos (labels and sections are right). I did not watch any video play. Smoothness, the quarter-speed and 1.25x parts are judged from the numbers. - After the last two small changes (villager walk leaning 4 degrees more; heavy guard's standing feet 8 cm closer) I saw only one still of each from its finished video and the overview sheet, not full check sheets. - Nothing was seen in the game: Unity was not started. No game lighting, no blend between standing, walk and run, no crowd, no team colour, no foot planting by the game (see the next section). - The staged files were re-read in Blender only, never imported by Unity. - Leg against leg and tunic / loincloth clipping: the automatic check is not reliable on these models (it reads "inside" on the current clips and on the new ones alike). Nothing obvious in the stills. - Attack, Work, Death, the villager's Mine / Chop / Forage / Build and the heavy guard's Block: not touched (compared with the live files on every frame, bone and vertex: unchanged). How the new standing pose blends into them: not seen. The shield now starts an attack or a block from in front of him instead of from his side. - The private motion references: I looked at one contact sheet (sword and shield idle) for how a shield is held at rest. Nothing from it is in this folder. A GAME TABLE THAT CARES ABOUT FOOT TIMING (not an import setting; a line of code) The game pins the feet of the nearest units itself, using a table in local file: FootPlant.cs that says when each foot is down in the Walk and the Run. - SPEAR WARRIOR and HEAVY GUARD: the new clips were made to match their rows exactly (walk: down 0, up 0.6071; run: up 0.40 / 0.3889). Nothing to change. - VILLAGER: his row says the walking foot lifts at 0.6875 of the loop and the running foot at 0.40. His CURRENT clips do not match the row either (their feet lift at about 0.63 and 0.30). The new clips lift at 0.6071 (walk; heel down 0, flat 0.103) and 0.30 (run). I tried a walk that keeps the foot down until 0.6875: at his speed it either crouches (knees 20-42 degrees through the whole step) or, standing up, comes out twice as jerky in the knee (17-23 against 8), so I kept the smoother one. A run at 0.40 is not possible at 5.16 m/s on his legs. If the nearest villagers' feet drag for a frame or two in play, the row to use is: Person("villager", 7, Heeled(0f, 0.1032f, 0.6071f, 0.5f, 0.6032f, 0.1071f), Biped(0f, 0.3f, 0.5f, 0.8f)), I did not change any code and did not see this in the game. SPEED SUGGESTIONS (not applied; travel speed is a game-rules matter) 1. VILLAGER walk 1.69 m/s. The soldiers walk at 1.17-1.23 with the same number of steps a second, so the worker out-strides them by 40 %. For an easy everyday walk about 1.3 m/s (-23 %); or keep the speed and give his walk a longer loop (32-34 frames instead of 28: an import-setting change and a new row in the foot table). 2. VILLAGER run 5.16 m/s is half as fast again as the soldiers (3.38 and 3.63): 1.7 m a step, a flat-out sprint. If workers are not meant to outrun spearmen, about 3.9 m/s (-25 %). If the speed is on purpose (fleeing), keep it. 3. HEAVY GUARD runs FASTER than the spear warrior (3.63 against 3.38 m/s) and on a shorter loop (18 frames against 20), so the heaviest man takes the quickest steps (3.3 a second against 3.0). For a heavy run about 3.2 m/s (-12 %), or keep the speed and give him a 20 or 22-frame loop (import-setting change and a new row in the foot table). 4. Every unit's run is 2.9-3.1 times its walk. If the jump from walk to run looks abrupt in play, raising the two soldiers' walks about 15 % would close it; the walks would need re-timing. INSTALL LIST (one file per unit, the .fbx ONLY; no .png, no .json, no .meta; NO import-setting change for any unit) local file: villager.fbx -> local file: villager.fbx local file: spear_warrior.fbx -> local file: spear_warrior.fbx local file: heavy_guard.fbx -> local file: heavy_guard.fbx What each file changes against the file now in local file: PrimevalMirror (compared on every frame, every bone, every vertex): Idle, Walk and Run only. Every other clip is the same motion (largest difference 0.0025 mm on the model; villager: Attack, Work, Death, Mine, Chop, Forage, Build; spear warrior: Attack, Work, Death; heavy guard: Attack, Work, Death, Block). Same objects, bones, rest pose, meshes, weights, UVs, material names, clip names and clip lengths (Idle 61 keys, Walk 29, Run 21; heavy guard's Run 19), so the clip ranges in the .meta files still fit. The villager's three tool props are in the file as before. The json ground speeds do not change (the clips were built to the speeds already there). All three files were rebuilt from the live .fbx itself (read, new clips added, written with the game's own exporter), so each has been through one extra read and write. Worth a first look in Unity. Optional and separate: the villager's row in FootPlant.cs (previous section). The .png and .json files in the export folders are by-products of the exporter and may be old: do not install them. WORK FILES local file: tribe_a local file: tribe_gait.py (the script: standing, walk and run for both skeletons), local file: tr_measure.py (the checks), local file: tr_cmp.py (live against staged), local file: gen.sh / stage.sh / render_vid.sh / make_video.sh / overview.sh (one unit end to end), local file: params_final.txt (that unit's numbers), local file: numbers.txt (the table above), local file: m_<unit>_<Clip>_cur.json and _t9 / _t10.json (all numbers), local file: cmp_<unit>_final.log (the comparison with the live file). Earlier tries are in local file: export_t0..t8 and local file: removed (nothing was deleted).
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
In the test build: the new standing, walk and run.
In the test build: the new standing, walk and run.
In the test build: the new standing, walk and run.
In the test build: the new standing, walk and run.
In the test build: the new standing, walk and run.
In the test build: the new standing, walk and run.
In the test build: the new standing, walk and run.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Still frames per unit: current row above new row; standing, run, and walk where re-made.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
All seven Orc foot units in the test build with the new standing, walk and run.
Standing loop. Current left, new right: side, front three-quarter, then the game camera.
Run. Current left, new right, including the 1.25x charge sprint.
Orc idle + run (and corrected brute / berserker / warchief walks) installed into local file: PrimevalMirror 2026-11-09 16:27. Model files only; .meta, textures, json untouched. Backups of what was there just before (this morning's walk versions): local file: backup_before_install. The original pre-2026-11-09 files are in local file: backup and local file: backup. grunt installed_ok=True meta_unchanged=True new=11DF86BFA7 orc_berserker installed_ok=True meta_unchanged=True new=7D611B0666 brute installed_ok=True meta_unchanged=True new=AB43107237 orc_warchief installed_ok=True meta_unchanged=True new=0B762C6002 orc_shaman installed_ok=True meta_unchanged=True new=B3C2CD3F52 axe_thrower installed_ok=True meta_unchanged=True new=3893C66192 peon installed_ok=True meta_unchanged=True new=6BD8B287ED
ORC FOOT UNITS - NEW STANDING (IDLE) AND RUN, PLUS 3 CORRECTED WALKS (9 Nov 2026) STAGED ONLY. NOTHING HERE IS IN THE GAME.
=====================================================================================================================
FILES IN THIS FOLDER
<unit>_idle_old_new.mp4 CURRENT | NEW standing loop. Side view 2 loops at game speed, 1 loop at quarter speed, the same
from the front three-quarter, then 2 loops from high up at the game camera's angle. (28 s)
<unit>_run_old_new.mp4 CURRENT | NEW run. Side view 6 loops, 2 loops at quarter speed, 8 loops at 1.25x (the charge
sprint), the same from the front three-quarter, then 6 loops from high up. (31 s)
<unit>_walk_old_new.mp4 only brute, orc_berserker, orc_warchief: OLD walk (before today) | FIRST NEW walk (made earlier
today, weapon carry you did not like) | CORRECTED NEW walk.
orc_idle_run_overview.jpg still frames, per unit: current row above new row; standing, run, and walk where re-made.
Units: grunt, orc_berserker, brute, orc_warchief, orc_shaman, axe_thrower, peon.
Same camera, light and model left and right. Floor squares slide back at the unit's own speed: a foot that is down should
look stuck to them. Plain studio light, no team colour. Brute, warchief, shaman are filmed from a little further back.
Copies of the videos are in local file: Primeval_review.
HOW IT WAS MADE
Same script method as the approved grunt walk. Standing: the feet are pinned to the floor apart, one a little forward
and turned out, the weight over one leg, the other knee soft with its heel light; slow breathing in chest and shoulders,
a small weight shift, and one look to the side per loop. Run: each foot is pinned to the ground at the unit's own run
speed while it is down, lands under the body, the heel peels and the toes push off, both feet are off the ground
between steps, hips lowest in mid-step, chest turning against the hips, head kept level and facing forward.
Lengths are unchanged (standing 60 frames, run 20 frames, walk 28 frames), so nothing in Unity's import settings changes.
WEAPON CARRY, UNIT BY UNIT (so you can overrule any one)
GRUNT Walk untouched (the one you approved). Standing: carry KEPT close to the original (cleaver hanging low at
his right side, pointing forward and slightly down). Run: carry CHANGED - the current run pumps the cleaver
up to head height and back (it swings 48 degrees); now it stays low at the right hip, pointing forward.
BERSERKER Three rounds of your feedback are in this one. Final state:
- HANDS: where the OLD walk has them, frame by frame, on the new legs, hips and shoulders (within 43 mm,
measured from the middle of the shoulders; the 43 mm is the moment the new shoulder roll pulls a nearly
straight arm to its full length). Low at his sides, just outside and a little in front of the thighs.
- CUTTING EDGES NOW POINT DOWN. Measured on the old axes: in the old standing, walk and my 15:45 file the
edges leaned 26-28 degrees OUT to the side (30-35 degrees off straight down). Now the sideways lean is
0.0 degrees in all three clips. Angle between edge and straight down: standing 9 (8-11), walk 9 on
average (0-16 through the arm swing), run 12 on average (2-20). What is left is only the haft's own
tilt: the head sits a little lower than the hand, so the edge faces down and a touch back.
- AXES PARALLEL to the way he faces (2 degrees out; 6 in the run), head a little forward of and below
the hand (haft 9 degrees down; 12 in the run). The old walk swung the hafts 33 degrees up and down;
now 16, so the heads stay low.
- RUN: arms driving, hands held back beside the hips, axes low beside the thighs, edges down, leaning 21
degrees into the run. NOT DONE: "heads behind the hands". The axes are fixed in his fists head-forward;
pointing them back needs the wrist turned right round (on the brute, whose hammer is held the same
way, that measured 157-177 degrees). It would need the axes re-seated in the hands (a model job).
- Wrists: 26-45 degrees in the walk, 27-42 standing, 24-47 in the run (old walk 30; the walk you
disliked 63). Axes never closer than 147 mm to his legs or body in any clip.
What changed against the old hold: the roll about the haft (edges down), the haft tilt (-17 -> -9), half
the up-and-down swing. Hand positions kept. Judged on the ORIGINAL axes (the ones in the live file).
BRUTE Carry CHANGED BACK TO LOW, as you asked: hammer low along his right side on a hanging arm, head forward and
a little down, swinging a little with the stride. It is the old carry moved out to his side, because the
old one passed the hammer through his body (inside him on 5 of 28 walk frames and 10 of 20 run frames).
Now never closer than 146 mm to him in any clip. I could NOT put the hammer head behind him: the hammer
is fixed in his fist head-forward, and pointing it back means a wrist bent 157-177 degrees. Walk, standing
and run all use this carry.
WARCHIEF Carry CHANGED: the long axe low along his right side, head forward and a little down (like the brute),
in walk, standing and run. The blade is now at thigh height and never near his face. The old carry held it
level across the front with a hand inside the body on 11 walk frames; the first new walk held it upright
and the blade crossed his face from some angles. His walk was re-made too (same gait, new carry).
SHAMAN Staff KEPT upright in the right hand as in his staged walk. He does NOT lean on it: the staff is fixed in
his hand and its lower end cannot reach the ground (33 cm up; the current standing pose is 31 cm up).
AXE THROWER Carry CHANGED from the original: the current standing and run hold the axe upright in front of the chest
and the run waves it over his head. Now low at his right side pointing forward: about level when standing,
tilted up about 20 degrees in the run (his staged walk tilts it 28). If you prefer the upright "ready to
throw" hold for standing, say so; it is one number. His empty left hand is flat and open in the current
run; in the new run it is a loose fist.
PEON No weapon. His fingers were spread flat in every clip; standing and run now have loosely curled fingers.
(His walk still has the flat fingers; I did not touch it.)
PER UNIT, WHAT CHANGED IN THE BODY
All units, standing: current = feet together (centres 20-29 cm apart, the soles overlapping on most units), a rigid
symmetrical stance, knees both bent 26 degrees, nothing moving but a 2 degree head turn. New = feet 55-74 cm apart
(clear gap 21-39 cm), one foot 12-21 cm ahead, weight on one leg.
GRUNT Solid and ready; weight on the right leg, left foot forward.
BERSERKER Restless: weight forward on the front leg, rear heel up, leans 9 degrees, biggest look-around (15 degrees).
BRUTE Widest stance (74 cm), least sway, deep breathing. Run: see SPEED SUGGESTIONS; it is a hard run, not a jog.
WARCHIEF Chest out (leans back 5 degrees), wide stance.
SHAMAN Calm: small sway, slight forward stoop.
AXE THROWER Loose: weight on the left leg (the mirror of the others), right foot forward, looks to the other side.
PEON Slouched: 11 degree stoop, head hung, both knees soft, arms hanging. Run is a tired jog with loose fists.
All runs: current runs are crouched the whole time (knees never straighter than 28-60 degrees), weapons flail 42-60
degrees. New runs straighten the leg to within 15 degrees every stride and hold the weapon steady (6-26 degrees, most of that the
natural turn of the shoulders).
MEASURED NUMBERS (on the staged game files, on the visible model, game-size mm; current -> new)
STANDING GRUNT BERSERKER BRUTE WARCHIEF SHAMAN AXE THR. PEON
Feet centres apart (mm) 208->572 205->551 244->736 267->728 250->617 201->576 291->556
Clear gap between feet (mm) -62->281 -60->266 -99->331 -54->390 -45->299 -73->217 19->209
One foot ahead of other (mm) 4->143 6->212 33->174 4->171 11->144 1->144 1->115
Foot slide, worst (mm/frame) 0->0 0->0 0->0 0->0 0->0 0->0 0->0
Foot creep over the loop (mm) 0->0 0->0 0->0 0->0 0->0 0->0 0->0
Loop join, pose (mm) 0.00 0.00 0.00 0.00 0.00 0.00 0.00 (new)
Loop join, speed change 0.5 0.5 0.5 0.5 0.3 0.6 0.4 (new; mm/frame)
Head side to side (mm) 15->29 15->37 19->34 19->35 18->31 16->40 17->35
Head turn (degrees) 2->10 2->15 3->7 3->8 3->7 2->13 3->5
Weapon to body, closest (mm) 271->227 277->181 108->221 115->213 82->198 167->123 -
Weapon hand to body, closest 211->194 214->140 56->209 44->180 53->152 189->33 124->137
Other hand to body, closest 185->127 192->147 3->90 52->54 118->63 83->101 132->118
Forearm to body, closest 54->48 50->31 see note see note 36->15 13->43 INSIDE->4
Anything inside the body 0->0 0->0 note note 0->0 0->0 60->0 (frames)
Weapon lowest over ground (mm) 374->389 285->405 453->159 396->283 308->325 834->617 -
RUN GRUNT BERSERKER BRUTE WARCHIEF SHAMAN AXE THR. PEON
Ground speed in the json (m/s) 3.421 3.631 4.256 4.152 3.808 3.010 3.023
Speed of planted feet (m/s) 3.471->3.457 3.642->3.664 4.332->4.384 4.153->4.197 3.851->3.853 3.040->3.038 1.953->3.069
difference from ground speed +1.5->+1.1% +0.3->+0.9% +1.8->+3.0% 0.0->+1.1% +1.1->+1.2% +1.0->+0.9% -35.4->+1.5%
same, toe tips only (new) +0.3 % +0.2 % +0.8 % +0.5 % +0.2 % +1.1 % +0.4 %
Worst foot slide (mm/frame) 9.9->3.3 2.6->2.9 14.9->16.2 0.0->3.4 8.0->10.2 5.0->4.0 275->4.0
Worst creep in one step (mm) 18->8 3->6 15->16 0->9 8->16 12->4 805->10
Sole below the floor, worst 0->4 6->4 3->6 8->7 0->0 0->8 0->5
Loop join, pose (mm) 0.00 0.00 0.00 0.00 0.00 0.00 0.00 (new)
Loop join, speed change 212->74 238->72 335->135 260->114 225->82 144->68 202->76
biggest elsewhere in new loop 89 117 119 108 102 90 86
Knee bend, least-most (deg) 53-133->15-123 41-126->15-123 28-127->15-130 38-136->15-117 50-139->15-126 55-148->15-139 52-139->15-128
Head side to side (mm) 19->54 30->61 33->62 19->44 17->49 16->47 16->49
Head up and down (mm) 58->71 42->71 57->102 64->91 61->74 79->70 56->70
Body lean forward (deg) 16->17 17->21 12->11 10->5 14->12 15->17 15->15
Weapon to body, closest (mm) 222->218 176->195 INSIDE->146 57->116 12->71 38->67 -
Weapon hand to body, closest 171->191 155->150 INSIDE->248 INSIDE->149 62->129 34->69 INSIDE->102
Other hand to body, closest 128->155 154->155 INSIDE->52 4->114 38->88 INSIDE->100 INSIDE->107
Forearm to body, closest 35->28 16->17 see note see note INSIDE->16 INSIDE->14 INSIDE->11
Weapon/hand inside the body 0->0 0->0 20->0 5->0 0->0 17->0 5->0 (frames of 20)
Weapon direction moves (deg) 48->26 61->13 61->13 50->13 49->6 42->13 -
Wrist bent from its rest (deg) 30->40 30->47 24->52 24->42 0->52 50->49 46->8
Berserker also: axe to axe never closer than 1.15 m.
RE-MADE WALKS (old before today -> first new -> corrected new)
BERSERKER BRUTE WARCHIEF
Weapon to body, closest (mm) 274 -> 191 -> 147 INSIDE -> 146 -> 194 64 -> 83 -> 179
Weapon hand to body, closest 172 -> 139 -> 96 10 -> 156 -> 178 INSIDE -> 100 -> 110
Weapon lowest over ground (mm) 101 -> 556 -> 305 142 -> 881 -> 210 85 -> 497 -> 351
Weapon direction moves (deg) 25 -> 12 -> 11 23 -> 9 -> 9 24 -> 5 -> 9
Wrist bent from its rest (deg) 30 -> 63 -> 45 24 -> 79 -> 47 24 -> 44 -> 38
Feet, pace, knees, head identical to the first new walk (only the arms and weapon were changed)
READING THESE
- Standing: the feet bones do not move at all, and neither does the visible sole (0 slide, 0 creep).
- Run pace: the foot bones are pinned exactly; the +1 % is the soft skin behind the toes stretching as the heel lifts, the
same as in the approved walks (the "toe tips only" line is the real pace). The peon's CURRENT run slides 35 %: its feet
cover 1.95 m/s while he travels 3.02; the new one is +1.5 %.
- BRUTE run foot numbers are the weakest: +3.0 % and 16 mm/frame against +1.8 % and 15 for the current run. His soles are
not flat or even left to right in the model, so the tool finds his feet "down" on only 3-4 frames; his bones are pinned
like the others'. I did not get this better.
- Head: the new runs move the head MORE than the current ones (side to side 44-62 mm against 16-33; up and down 70-102
against 42-79). The head stays level and facing forward, but it rides the hips. Brute (102) and warchief (91) are the
biggest; that is the "pounding". Say if you want it calmer; it is two numbers per unit.
- Shaman run creep per step went up (8 -> 16 mm) and worst slide 8 -> 10 mm/frame; same skin cause, not tuned.
- "see note": brute and warchief forearms read "inside the body" on most frames in the current clips and the new ones
alike. As found for the walks, it is armour skinned to the forearm (brute) and the forearm under the open cloak
(warchief): how the models are built. In the rendered frames I see no arm passing through a body.
- Axe thrower standing: his axe hand is 33 mm from his thigh. Close, not touching.
STILL WRONG / BLUNT NOTES
- BRUTE and WARCHIEF runs are not the "heavy pounding jog" I was asked for. At their speeds they have to take long
leaping strides (see SPEED SUGGESTIONS). They look like a heavy charge. Their trailing knee folds to 117-130 degrees.
- Every run is the same footwork with different numbers. Side by side the seven runs will look related.
- Standing loops are 2 seconds, so the breath and the look-around repeat every 2 seconds. In a crowd all units of a
type breathe and look together unless the game starts them at different points in the loop.
- Berserker standing: the axes barely move (3 degrees). Calm hands for a "restless" unit; the restlessness is in the
stance and head.
- Berserker run: the axe heads are in front of the hands, not trailing behind them (see his carry note above).
- Warchief: with the axe low he reads less like a chief than with it upright. That was the trade for keeping the blade
off his face and following your "low at the side" preference.
- Grunt and axe thrower run: at the front of the swing the weapon arm reaches forward at hip height. Lower than now,
but it is still out in front for a moment each stride.
- Peon standing looks a lot like a paused walk: slouched, one foot ahead.
- Wrists on the weapon hand bend up to 52 degrees in the brute and shaman runs.
- Soles dip 4-8 mm under the floor at some point in the run.
- Fingers, faces and the weapon grip are not animated by this method: they hold the walk's pose. Checked: none of them
moved in the current standing or run clips either. One difference: the free left hand of the grunt, warchief and
shaman is a tighter fist in the current run than in their walk; the new run keeps the walk's looser fist.
- In the videos the warchief's low axe head touches or leaves the edge of the picture in some views (his run from the
side, his walk from high up). That is the framing, not the animation.
- Videos folder: brute, berserker and warchief "_walk_old_new.mp4" in local file: Primeval_review have the
same names as this morning's walk videos and replaced them there. The morning's ones are still in 03_orc_walks.
NOT CHECKED
- I looked at still frames while tuning (side, front three-quarter, front, back, left; 8 moments of each run, 2 of each
standing loop, 4 of each re-made walk), then at the final files: the overview sheet, larger stills of every unit's
final standing pose and run, and single stills pulled from 11 of the 17 finished videos (labels and sections are
right). I did not watch any video play. Smoothness, the quarter-speed and the 1.25x parts are judged from the
numbers. Please watch those parts.
- The last small changes (brute and warchief: less time on the ground per step; grunt and axe thrower: weapon arm held
further back; peon and axe thrower: arms a little wider) were seen only in those final stills, 4-6 frames each, not
on the full 8-moment sheets.
- Nothing was seen in the game: Unity was not started. No game lighting, no blend between standing, walk and run, no
crowd, no team colour.
- The stand -> walk -> run hand-over: the weapon is on the same line in all three by construction (same hand direction,
a few degrees of tilt), but I did not see a blend.
- Staged files were re-read in Blender only, never imported by Unity.
- Leg against leg and loincloth clipping: no reliable number. Nothing obvious in the stills.
- Peon carrying resources, attacks, work, death: not touched (compared with the live files on every frame: unchanged).
- The high view is the game camera's angle and distance, zoomed in about 2.6 times.
SPEED SUGGESTIONS (not applied; travel speed is a game-rules matter)
1. BRUTE run 4.26 m/s and WARCHIEF run 4.15 m/s are the two FASTEST orc runs (berserker 3.63, grunt 3.42). At the
clip's 180 steps a minute each step must cover about 1.4 m on legs about 0.90 m long, so they cannot jog: they must leap.
For a heavy jog: brute about 3.3 m/s (-22 %), warchief about 3.5 m/s (-15 %). Or keep the speed and give their run a
longer loop (24 frames instead of 20; that is an import-setting change in Unity).
2. Every unit's run is 3 times its walk speed (brute 1.39 -> 4.26). If the jump from walk to run looks abrupt in play,
raising the walks about 15 % would close it; the walks would need re-timing. Peon: no change needed, his current run
only looks slow-footed because the clip slides.
INSTALL LIST (one file per unit, the .fbx ONLY; no .png, no .json, no .meta; NO import-setting change for any unit)
local file: grunt.fbx -> local file: grunt.fbx
local file: orc_berserker.fbx -> local file: orc_berserker.fbx
local file: brute.fbx -> local file: brute.fbx
local file: orc_warchief.fbx -> local file: orc_warchief.fbx
local file: orc_shaman.fbx -> local file: orc_shaman.fbx
local file: axe_thrower.fbx -> local file: axe_thrower.fbx
local file: peon.fbx -> local file: peon.fbx
What each file changes against the file now in local file: PrimevalMirror (compared on every frame, every bone, every vertex):
grunt, orc_shaman, axe_thrower, peon: Idle and Run only. Walk and every other clip identical.
orc_berserker, brute, orc_warchief: Idle, Run and Walk. Every other clip identical.
All seven: same objects, bones, meshes, weights, UVs, material names, clip names and clip lengths
(Idle 61 keys, Walk 29, Run 21), so the .meta clip ranges still fit.
NOTE: local file: PrimevalMirror already holds the walks staged earlier today (the "first new" walks). Installing the brute,
berserker and warchief files here REPLACES those walks with the corrected ones.
The .png and .json files in the export folders are by-products of the exporter and may be old: do not install them.
WORK FILES local file: orc_idle_run
local file: gait_idle_run.py (standing + run), local file: gait_walk_live.py (the walk script + "arms from the old clip"),
local file: orc_measure.py (checks), local file: orc_cmp.py (live against staged), local file: live_cmp.py (hands against the old walk),
local file: run.sh / walk.sh / redo.sh (one unit end to end), local file: idle_final.txt and run_final.txt (that unit's numbers),
local file: walk_params.txt (re-made walks), local file: numbers.txt (all numbers), local file: cmp_<unit>_final.log.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Still frames per unit: current row above, new row below.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Walk. Current left, new right. A planted foot should stay stuck to the floor squares.
Orc walks installed into local file: PrimevalMirror 2026-11-09 14:39 (model files only; .meta, textures and json untouched). Backups: local file: backup orc_berserker installed_ok=True meta_unchanged=True old=833A0692C2 new=E03BD3DCD9 brute installed_ok=True meta_unchanged=True old=B23F80BF33 new=155B28E39D orc_warchief installed_ok=True meta_unchanged=True old=651769D2F3 new=E849BD8768 orc_shaman installed_ok=True meta_unchanged=True old=9BC14043DA new=D99DF8040D axe_thrower installed_ok=True meta_unchanged=True old=A6B4DDA1EC new=3A90138EA7 peon installed_ok=True meta_unchanged=True old=4A47D772F5 new=C5D6FDE46E
ORC FOOT UNITS - NEW WALKS BY THE GRUNT'S APPROVED METHOD (9 Nov 2026) STAGED ONLY. NOTHING HERE IS IN THE GAME.
==========================================================================================================
FILES IN THIS FOLDER
<unit>_walk_old_new.mp4 one per unit, CURRENT on the left, NEW on the right, same camera and light (19 seconds):
side view 4 loops at game speed, 1 loop at quarter speed, the same from the front
three-quarter, then 4 loops from high up at the game camera's angle.
(orc_berserker, brute, orc_warchief, orc_shaman, axe_thrower, peon)
orc_walks_overview.jpg still frames, two rows per unit: current above, new below.
The floor squares slide back at each unit's own walk speed: a foot that is down should look stuck to them.
Plain studio light, no team colour. Brute, warchief and shaman are filmed from a little further back so the
raised weapon fits in the picture (same distance for their current and new).
WHAT WAS DONE
The grunt's approved walk ("new method, more swagger") came from a script and a list of numbers. I found the exact
numbers of that run, checked that my copy of the script reproduces the grunt's approved walk exactly, and used them as
the starting point for every unit here. Then, per unit: pelvis height fitted to that unit's leg length (so the knees
open as far as the grunt's do, no further), and a few numbers changed for character. Every walk is 28 frames like
the current one and uses the ground speed already in the unit's json.
The script was extended (in a copy; the grunt's script is untouched) so a weapon in either hand is held on one steady
line while the arm swings.
PER UNIT
BERSERKER More forward lean (15 degrees against the grunt's 11), head pushed forward, both arms held a little bent.
Weapons now: an axe in each hand, held low and forward at the sides, heads tilted slightly up, dipping
a touch with each step. Before: both axes waved level and swung 25 degrees.
BRUTE Heaviest: hips rise and fall 71 mm (the others 34-50), shoulders roll 7.5 degrees (grunt 5), wider stance,
feet on the ground longer and lifted less, left arm swing cut to about half of the grunt's.
Weapon now: hammer held upright in the right hand in front of the hip, leaning back so the head sits
above and behind the right shoulder. Before: level across the body, and it went through him (below).
I first tried the hammer lying on the shoulder; with his short arms the fist ended up against his
cheek and the handle cut the shoulder, so I dropped that.
WARCHIEF Upright (lean about -1 degree: chest out), shoulders roll less, head steadier (107 mm side to side).
Weapon now: the long axe carried upright at his right side like a standard, blade above his head,
butt half a metre off the ground. Before: level in front, swinging 24 degrees.
SHAMAN Calmer body, slight forward lean, head steadier (96 mm).
Weapon now: staff carried upright in the right hand in front of the hip, bottom 35 cm off the
ground, not planted, moving 3 degrees. Before: upright but swinging 25 degrees with the arm.
AXE THROWER Lighter: smaller hip sway and shoulder roll, feet lifted a bit higher and down for less time, free arm
swings fully.
Weapon now: the throwing axe low at the right side, pointing forward and about 28 degrees up (the
grunt's cleaver carry). Before: held upright in front of the chest.
PEON Tired trudge: least swagger of all, 13 degree stoop, head hung a little, knees kept softer, feet barely
lifted (and flatter), arms hanging with a short swing. Empty hands, as now (his tools only show at work).
THE WEAPON CHANGE IS IN THE WALK ONLY. Idle, Run, Attack and the rest still use the old grip, so the weapon will
shift when a unit starts or stops walking. Only hand, wrist and forearm were turned; no model or socket was touched.
MEASURED NUMBERS (on the staged game files, on the visible model, game-size mm; current -> new)
BERSERKER BRUTE WARCHIEF SHAMAN AXE THROWER PEON
Frames in the loop 28 -> 28 28 -> 28 28 -> 28 28 -> 28 28 -> 28 28 -> 28
Ground speed in the json (m/s) 1.185 1.389 1.420 1.302 1.018 1.071
Speed of the planted feet 1.188->1.196 1.452->1.411 1.422->1.433 1.303->1.310 1.030->1.026 1.081->1.084
difference from ground speed +0.3->+0.9 % +4.5->+1.6 % +0.1->+0.9 % +0.1->+0.6 % +1.1->+0.7 % +0.9->+1.2 %
same, toe tips only (new) +0.1 % +1.0 % (*) +0.3 % 0.0 % +1.0 % +0.3 %
Worst foot slide (mm per frame) 3.6 -> 1.5 5.7 -> 3.1 0.2 -> 1.4 0.1 -> 1.0 6.3 -> 1.8 5.4 -> 1.5
Worst creep in one step (mm) 3.6 -> 6.2 35 -> 8.3 1.1 -> 7.3 0.5 -> 5.4 6.3 -> 4.9 5.5 -> 6.1
Sole below the floor, worst 3 -> 4 32 -> 9 6 -> 5 2 -> 1 0 -> 8 0 -> 5
Loop join: pose difference 0.00 0.00 0.00 0.00 0.00 0.00 (new)
Loop join: speed change 82 -> 46 100 -> 64 123 -> 54 88 -> 51 58 -> 46 85 -> 40
biggest elsewhere in new loop 54 76 66 61 53 61
Knee bend, least-most (deg) 43-91->13-79 42-96->13-86 38-90->13-81 47-91->13-83 49-90->13-93 45-90->20-79
Knee jerkiness (lower=smoother) 15.7 -> 8.7 13.9 -> 11.3 25.7 -> 8.6 14.4 -> 8.5 13.7 -> 9.4 15.0 -> 6.7
Head side to side (mm) 40 -> 133 50 -> 133 46 -> 107 34 -> 96 35 -> 114 43 -> 82
Head up and down (mm) 17 -> 50 20 -> 71 21 -> 44 19 -> 43 17 -> 43 17 -> 37
Weapon to body, closest (mm) 274 -> 191 INSIDE -> 146 64 -> 83 43 -> 75 41 -> 84 no weapon
Weapon hand to body, closest 180 -> 186 10 -> 156 INSIDE -> 100 INSIDE -> 122 97 -> 48 61 -> 106
Other hand to body, closest 172 -> 139 INSIDE -> 62 INSIDE -> 85 33 -> 78 29 -> 43 72 -> 106
Forearm to body, closest 41 -> 36 see below see below 17 -> 34 0 -> 20 INSIDE -> 6
Frames with weapon/hand inside 0 -> 0 30 -> 0 23 -> 0 5 -> 0 0 -> 0 0 -> 0
Weapon lowest point over ground 101 -> 556 142 -> 881 85 -> 497 177 -> 346 668 -> 641 -
Weapon direction moves (deg) 25 -> 12 23 -> 9 24 -> 5 25 -> 3 5 -> 11 -
Wrist bent from its rest (deg) 30 -> 63 24 -> 79 24 -> 44 0 -> 40 36 -> 34 0 -> 6
For reference the grunt's approved walk: pace +1.0 %, slide 1.6, knee jerk 8.5, head 139 side to side.
Berserker also: axe to axe never closer than 1.2 m.
READING THESE
- Head sway: all at or under the grunt's 139 mm; warchief and shaman are the steadiest of the armed units.
- Pace: I could NOT remove the grunt run's +1 %. It is not the feet sliding: the bones are pinned exactly and the toe
tips move 0.0-0.3 % off (line "toe tips only"). The +1 % is the soft skin just behind the toes stretching as the
heel lifts, which the measuring tool counts. Only re-weighting the model's feet would remove it. Note that by this
measure the current warchief, shaman and berserker walks are closer to the ground speed than the new ones, and
their feet creep less per step; what the new walks fix is the crouch, the jerky knees and the weapons.
- (*) Brute: his soles are not flat and not the same left and right in the model (one sits 3 mm up, one 9 mm down),
so the tool only finds his feet "down" on 12-13 frames and his foot numbers are rougher than the others'. They are
still better than his current walk, which sinks 32 mm into the floor and creeps 35 mm a step.
- Brute's current walk puts the hammer and his left hand inside his body on 30 frames; warchief's and shaman's put a
hand inside on 23 and 5. None in the new walks.
- Forearm on BRUTE and WARCHIEF reads "inside the body" in both the current and the new walk (brute 28 of 28 frames
either way; warchief 28 -> 21 right, 19 -> 5 left). I traced it: on the brute it is armour skinned to the forearm that
lies against the chest whenever the arm is down; on the warchief it is the forearm under the open fur cloak. It is
how the models are built, not something a pose can clear. In the rendered frames I see no arm passing through a
body (for the warchief's left arm I rendered extra views from the left and behind to check).
STILL WRONG / BLUNT NOTES
- Wrists: to hold the weapon steady the wrist is bent hard on the brute (79 degrees) and the berserker (63). In the
frames I looked at the hands look acceptable, but this is where I would look first for something odd up close.
- Brute, seen from high up: the upright hammer head covers part of his head and shoulder from the game camera.
If that hides him too much in play, the fallback is the grunt-style carry (hammer forward, tilted up).
- Berserker: both arms are held forward and bent, a bit alike left and right.
- Peon: fingers stay spread open (they are taken from the current walk; the script does not pose fingers).
- Warchief: from some front angles the axe blade passes in front of his face.
- Axe thrower: his axe is a separate part and is shown plain grey in these videos (current and new alike) because I
only loaded the body texture. In the new walk the axe points forward; whether that reads well with the game's
own axe texture I did not see.
- Same step count as now for every unit. The brute would feel heavier still with slower, longer steps, but that
changes the loop length and needs a Unity setting changed, so I did not.
- Soles dip 1-9 mm under the floor at some point in the step (same as the grunt's 4 mm; brute 9).
NOT CHECKED
- I looked at still frames (side, front three-quarter, left, back, 4-6 moments per unit) and at stills pulled from
the finished videos. I did not watch the videos play. Smoothness is from the numbers. Please watch the
quarter-speed parts.
- Nothing was seen in the game: Unity was not started. No game lighting, no blend between idle, walk and run (the
weapon will visibly change grip there), no crowd, no team colour.
- The staged files were re-read in Blender only, never imported by Unity.
- Leg against leg and loincloth clipping: no reliable number (as with the grunt). Nothing obvious in the stills.
- Peon carrying resources, and any other clip: not touched, not looked at.
- The high view is the game camera's angle and distance, zoomed in about 2.6 times.
WHAT WOULD BE INSTALLED (one file per unit, the .fbx only; no .png, no .json, no .meta, no import-setting change)
local file: orc_berserker.fbx -> local file: orc_berserker.fbx
local file: brute.fbx -> local file: brute.fbx
local file: orc_warchief.fbx -> local file: orc_warchief.fbx
local file: orc_shaman.fbx -> local file: orc_shaman.fbx
local file: axe_thrower.fbx -> local file: axe_thrower.fbx
local file: peon.fbx -> local file: peon.fbx
Import settings: no change needed for any unit. The Walk keeps its name, its 29 keys (28-frame loop) and its ground
speed; all other clips keep their names and lengths; objects, bones, meshes, weights, UVs and material names are the
same (checked by reading live and staged files back and comparing everything).
Other clips, compared with the live file on every frame, every bone and every vertex:
berserker, brute, warchief, peon: built from the same source files as the live ones; largest difference 0.002 mm.
shaman, axe thrower: I found NO source file that matches the live game file (the ones on disk are older), so
these two were rebuilt from the live .fbx itself. Largest difference in the other clips 0.002 mm, so the motion
is the same, but the file has been through one extra read and write. Worth a first look in Unity for these two.
The .png and .json files that sit in the export folders are by-products of the exporter and may be old: do not
install them.
WORK FILES local file: orc
local file: gait_walk_orc.py (the script, a copy of the grunt's with the additions), local file: orc_measure.py (the checks),
local file: orc_cmp.py (live against staged), local file: run.sh (one unit end to end), local file: params.txt (that unit's numbers;
the first line is the grunt's approved set), local file: m_<unit>_cur.json and m_<unit>_final.json (all numbers),
local file: cmp_<unit>_final.log (the comparison with the live file).
Filmed in the test build: old walk left, new walk right.
The four walks side by side: current, earlier hand-posed, new method, new method with swagger (your pick). Side, front three-quarter and high views; a planted foot should stay stuck to the floor squares.
Still frames, one row per option, side view.
The same from the front three-quarter view.
ORC GRUNT WALK - 4 OPTIONS TO CHOOSE FROM (9 Nov 2026) A TEST ONLY. NOTHING HERE IS IN THE GAME.
=====================================================================================================
FILES IN THIS FOLDER
grunt_walk_options.mp4 the 4 walks side by side (18 seconds): side view at game speed, side view at quarter
speed, front three-quarter view at game speed and quarter speed, then from high up.
grunt_walk_options_sheet.jpg still frames, one row per option, side view.
grunt_walk_options_sheet_front.jpg the same from the front three-quarter view.
The floor squares slide back at each walk's own speed. A foot that is down should look stuck to the squares.
Plain studio light, not the game's. Team colour is not shown. Same camera, light and model for all four.
THE FOUR OPTIONS
1. CURRENT - the walk in the game now, untouched.
2. EARLIER NEW VERSION - the hand-posed walk staged on 5 Nov (GRUNT-WALK-1), untouched.
3. NEW METHOD - a new walk made by a script from the standard rules of walking: heel lands first, the foot rolls
flat, the heel peels up and the toes push off; the feet are pinned to the ground while down; hips rise, fall and
shift over the standing foot; chest turns against the hips; the free arm swings from the shoulder with a soft
elbow; the cleaver arm swings much less and is held out from the leg; head kept level. Wide stance, slight
forward lean. Same length (28 frames) and same ground speed as the current walk, so it drops into the same slot.
4. NEW METHOD + SWAGGER - the same script with bigger numbers: more hip sway, more shoulder roll and turn, bigger
free-arm swing, wider feet.
WHAT I SEE (from the still frames; see "not checked" below)
1. Current: deep crouch the whole time (knees never straighter than 47 degrees bent, up to 91). Short shuffling
steps, body held rigid (the lean never changes), cleaver waved level out in front. Reads as a hunched shuffle.
2. Earlier new version: still just as crouched (knees 53 to 90 degrees). Bigger up-and-down bounce. The knee motion
is the jerkiest of the four. It is not a clear improvement on the current walk.
3. New method: stands up and reads as a walk. Legs open and close properly, front heel lands first, back heel
lifts. Knees 15 to 82 degrees. Cleaver carried at the right side, blade tilted up and forward.
4. Swagger: same footwork, visibly more rolling in the shoulders and head. More character, but the head moves
14 cm side to side, which may be too much when 20 of them walk together.
My pick: 3 as the base. 4 shows how far it can be pushed; something between 3 and 4 is likely right for orcs.
MEASURED NUMBERS (on the finished game files, on the visible model, game-size millimetres)
1 Current 2 Earlier 3 New 4 Swagger
Loop length (frames / seconds) 28 / 0.93 30 / 1.00 28 / 0.93 28 / 0.93
Ground speed the game is told (m/s) 1.139 1.094 1.139 1.139
Speed of the planted feet (m/s) 1.141 1.097 1.150 1.150
difference +0.2 % +0.2 % +1.0 % +1.0 %
Foot slide while down, worst (mm per frame) 1.9 1.2 1.6 1.6
Foot slide while down, average 0.1 0.1 0.4 0.4
Worst total creep in one step (mm) 1.9 1.2 6.3 6.1
Left / right step evenly spaced yes yes yes yes
Loop join: pose difference (mm) 0.001 0.000 0.000 0.000
Loop join: speed change at the join 79 63 45 45 (mm per frame)
biggest speed change elsewhere 67 172 54 54
Knee bend, least to most (degrees) 47-91 53-90 15-82 12-80
Knee jerkiness (lower is smoother) 14 22 7.6 8.5
Cleaver to body, closest (mm) 277 235 225 232
Cleaver hand to body, closest (mm) 170 109 152 157
Free hand to body, closest (mm) 160 71 133 132
Forearm to body, closest (mm) 45 99 37 35
Anything inside the body (frames) 0 0 0 0
Sole below the floor, worst (mm) 0 59 4 4
Head side-to-side / up-down (mm) 41 / 18 61 / 48 83 / 39 139 / 49
Body lean forward (degrees) 5.5 fixed 11 9.5 11
Reading these: none of the four walks slides its feet or pokes an arm or the cleaver through the body. So the
"clunky" look of the current walk is not sliding or clipping: it is the crouch, the stiff body and the jerky knees.
That is what options 3 and 4 change.
In 3 and 4 the 1 % speed difference and the few mm of creep come from the soft skin around the ball of the foot; the
bones are pinned exactly. It can be tuned out; I did not.
Option 2's toes measure 59 mm below the floor at some point in the step. I did not confirm that by eye.
HOW LONG EACH TOOK
1. Nothing (exists).
2. Made in an earlier session, each key pose set by hand; I do not have its time.
3. About 15 minutes here, including writing the script and four tuning passes. A re-run with changed numbers takes
under a minute.
4. One extra run of the same script with different numbers (a minute).
WHAT EACH MEANS FOR ALL ~38 UNITS
Hand-posing (option 2's way): every unit and every clip is posed again from nothing. Slow, and the result depends
on guessing poses. On this unit it did not fix the crouch. High effort, uneven results.
Script (options 3 and 4): the footwork is the same rules for every two-legged unit; each unit needs its own set of
numbers (stance width, lean, arm swing, how the weapon is carried) and a clearance check. Units on the same kind
of skeleton as the grunt should take the script as it is. Expect roughly 15-30 minutes per unit for a walk
including checks, more for odd shapes (shields, two-handed weapons, riders) and for skeletons named differently.
Four-legged units and dinosaurs are not covered. Runs need a second set of rules (a moment with both feet off the
ground); not written yet.
Attacks cannot be done this way: there is no "rule" for an attack. They need posed keys or a motion reference.
What does carry over to attacks is the checking: the same measuring tool reports arms or weapons going through
the body on every frame.
Risk: low for walks (the feet are pinned by construction and the numbers above are checked by a tool). The real
risk is taste: a scripted walk is clean but can look samey across units unless each gets its own numbers.
THE GRUNT'S LOOSE HANDS (skeleton not centred in the arms)
Measured here: the arm bones sit 2.5 to 5.5 cm away from the middle of the arm (the arm is behind and below the
bone); at the hand about 2.5 cm. Smaller than the 4-8 cm noted before, but real.
I did NOT fix it in options 3 and 4. A fix means moving the arm and hand bones to the middle of the arm in the rig
(the model and its skin weights stay untouched). But that changes the skeleton for every clip, so Idle, Run, Attack,
Work and Death would all have to be re-made on the corrected skeleton and checked, or their hands would shift a few
cm. It is the same job that was done for the Bowman. Leaving it out keeps all four options on the identical
skeleton, so this is a fair comparison and option 3 or 4 could replace the Walk alone. In options 3/4 the other
five clips are unchanged from the game's (checked: zero difference).
STILL WRONG / BLUNT NOTES
- The cleaver in 3 and 4 is carried with the blade tilted up about 35-40 degrees. That is my choice, not something
you asked for. It can be level (as now) or hanging down.
- 3 and 4 take the same number of steps as the current walk. A heavier feel would want slower, longer steps, but
that changes the loop length (a small setting change in Unity).
- The free hand is a loose half-fist taken from the current walk; fingers do not move.
- The left forearm passes 3.5 cm from the body at the back of its swing. Close, not touching.
- In option 4 the head sways a lot.
NOT CHECKED
- I looked at still frames and the two frames pulled from the video, not the video playing. Smoothness in motion is
judged from the numbers and the stills only. Please watch the quarter-speed parts.
- Not seen in the game (Unity was not started): no game lighting, no blending between idle, walk and run, no crowd.
- The high-up view is at the game camera's angle and distance but zoomed in about 2.6 times, so the orc is larger
than he is on screen in play.
- Leg-against-leg and loincloth clipping: my automatic check for it was not reliable, so no number is given.
Nothing obvious in the stills.
- Only the Walk. Run, Attack and the other clips were not touched.
WORK FILES
local file: anim_walk_options local file: gait_walk.py (the script), local file: wo_measure.py (the checks),
local file: grunt.fbx and local file: grunt.fbx (options 3 and 4 as game files, staged only), local file: m_A..m_D.json (numbers).