The Route tab will only be available when Line or Path modes are set as Walk types and its options are aimed at editing the path taken during the walk animation.
Will display a preview of the animation path for the selected object in the Objects list.
This section becomes only available if Path is selected as the walk type, in the Object tab.
These options define how much of the spline path is used for the walk animation.
Enable this option to define which axis of the floor will be the vertical axis on the spline.
When Align Direction is activated, defines the vertical axis of the floor to use as Up Vector and align with the spline path.
Enabling this option will emulate the Spline path being projected onto the surface, changing the heading, pitch and banking of the character.
Use this section if you would like your character to walk on a surface.
Drag & drop any object to be used as surface. The object can be a primitive or polygonal object.
Offsets the position of the character based on the Normals of the surface. This is a useful option to prevent the feet from intersecting with the surface object.
This option defines the method to be used for collision detection.
Uses the closest point along the hub vertical axis. This mode enables collision detection for surface both above and below the character.
This mode only looks down along the hub vertical axis for an intersection with the surface. Logically, it is expected that the collision surface is placed below the character and will not react with the geometry above it.
This mode will use the path to find the direction of collision, taking the closest point on the surface to the current path position. This is the best mode to use if your character needs to follow a complex path winding around geometry.
Change this parameter to define what method is used to intersect with the surface object.
Casts a ray from the objects axis and simply stops the object once it intersects with the surface geometry. This is the fastest evaluation mode and should be sufficient for most cases.
Project a rectangle on the surface to average a position and orientation of each foot hitting the surface. This method is slower to evaluate, but should be more precise, since it will tend to position and change the angle of the foot better on more complex geometry.
Similar to rectangle, this mode is ideal if the foot object is a Spline or Polygon object and should follow a complex surface geometry as close as possible and prevent geometry from the surface to intersect the feet.
These options only appear if Rect Base mode is selected. They change the width and length of the rectangle projected on the surface when a collision is detected, to orient and position each step. The larger the rectangle, the more "averaged" the results will be, since it will encompass more of the surface geometry.
Will align each Hub to the Normals it is intersecting with on the surface object (perfect if you want your whole character to bank automatically on some geometry to compensate for inertia when running at high speed, for example).
Aligns Targets with the Normals of the surface object's polygons it is intersecting with. This option is usually desirable any time you have a character walking on uneven terrain, for example, as the feet will align to the surface (so, they will follow the contour of the surface, as they should), but the hub (the hips/pelvis) will stay straight, to emulate the character staying in balance.
This parameter enables the minimum distance allowed when a collision is detected, to avoid geometry from intersecting. Similar to the Offset option (next to the Surface link), but instead of offsetting the whole character, will only offset the colliding objects (footsteps, in most cases).
This parameter is used to increase or decrease the minimum distance offset.