Pace
Pace measures planted-foot motion in looping animations, estimates a suitable ground speed, and builds a readable playback controller for Motor6D rigs.
What you get
Compare clips and measured speed bands, spot gaps your current animations do not cover, inspect estimated foot slip, and measure local KeyframeSequences before publishing.
How it holds up
Its READ, CHECK, INSTALL workflow keeps the decision visible. Pace-owned output can be installed or removed with Undo support, and the editable source is included.
What it does not do
Script integration is required. Clips need suitable in-place, near-closed loops, Linear easing and full-weight joint poses; runtime animations must be published for your experience. Pace is not IK or a blend tree and cannot guarantee zero sliding.
The listing, word for word
Make your NPC's animation match how fast it moves.
Pace measures planted-foot motion in your looping animations, estimates a suitable ground speed, and builds a readable playback controller for Motor6D rigs.
READ. CHECK. INSTALL. • Compare clips and their measured speed bands • Spot gaps your current animations do not cover • Check estimated foot slip before choosing a rate • Measure local KeyframeSequences before publishing • Script integration required: call attach, then update each frame • Install or remove Pace-owned output with Undo support
For NPCs, creatures and mechs with suitable in-place, near-closed loops, Linear easing and full-weight joint poses. Runtime animations must be published and accessible to your experience.
Source included. No third-party HTTP, telemetry or automatic uploads.
Pace is a speed-matching tool, not IK or a blend tree. It cannot guarantee zero sliding or make one clip suit every movement speed.
