I have made a new version of my Walker "Walker3D" version 04. The file will follow in a subsequent post. I must admit that this mini tutorial is the blind leading the blind. I only made the Walked3D this afternoon and am still learning how to use it my self! We have seen how to make a motion in the horizontal plain (post #1), and a way to make a motion in the vertical plain (post #3). What if we want our prop to follow a walk path in both the horizontal and vertical plains? Walker3D is my attempt to solve the problem of creating a motion in all 3 dimentions and follow the attitude of a path so that the prop (or figure) not only moves left and right, turnes left and right, assends and desends, but also piches up and down with the slope of a path. There are two figures and a prop in the cr2. The Walker-B figure is parented to the 'ROTATER' actor of the Walker-A figure, the "Body" (BODYA) of the Walker-A figure is parented to a prop named 'WalkerParent', this prop allows you to change the position and rotation of the other elements. It is sugested that you only use the WalkerParent after the walk cycles have been created, this is not always strictly necessary but it will avoid some potential problems. The Walker-B figure contributes nothing to the horizontal motion because some of its channels are locked, it is only used for the vertical motion and pitch. Here is an example of using the Walked3D: Load Walked3D. Parent your prop (or figure) to the 'Body' actor of the Walker-B figure. In most cases it's best to align the origin (center of rotation) of the prop (or hip actor if its a figure) on or close to the crosshairs on the Walker figure. Create a Walk Path for the Walker-A figure, shape and scale the path as desired, this path (Path_1) represents the motion in the X-Z plain. Create a second path for the Walker-A figure, this path represents the Y or vertical motion, shape and scale the path (imagin the path Z rotated to 90, in fact you can parent the path to a prop and zRot it to better visualise it in the Y dimention, but only shape the path when is is flat on the ground). Once you have shaped the paths it's time to apply the walk cycles. Start the Walk Designer, set 'RUN' to 200%. Click 'Apply', set the desired 'End Frame' (for a given path length more frames = a slower steadyer motion), select 'Walker-A' as the figure, and 'Path_1' as the path, click 'OK'. Now for Walker-B, click 'Apply', set the desired 'End Frame', select 'Walker-B', select 'Path_2', click 'OK, click 'Done' to return to the document window. Test run your annimation. It may happen, in fact it probably will happen, that one of the figures will finish moving before the other. To fix this, advance the scrubber (slider) in the Animation pallet to determin which figure stops first and at what frame. In the Walk Designer, add some frames for the figure that finishes first. Once you are satisfied with the motion and have both Walker figures finishing at the same time, you can use the translatrion dials on the WalkerParent prop to move the start position of the motion, and use the rotation dials to set the direction that the motion procedes in. In the dolphin animation above only one path was used, the default path unmodified, this was applied to both the Walker-A and Walker-B figures.