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How to make a drunk walk animation in Blender

Pick the Drunk state and press Play. The walk, the idle and every action take on the sway - no keyframes, no motion capture

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Normal walk and drunk walk

Same rig, same add-on, only the state differs. Top row: Normal. Bottom row: Drunk. Six phases of one step cycle, seen from the front

Normal

Normal, 1 / 6
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Normal, 2 / 6
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Normal, 3 / 6
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Normal, 4 / 6
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Normal, 5 / 6
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Normal, 6 / 6
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Drunk

Drunk, 1 / 6
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Drunk, 2 / 6
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Drunk, 3 / 6
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Drunk, 4 / 6
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We measured both clips on a 1.83 m character: the drunk walk sways the pelvis about 14 cm from side to side against about 6 cm in a normal walk, moves at 0.8 m/s against 1.2 m/s, and one step cycle takes 1.25 s against 1.0 s

Step by step

  1. STEP 1Create a character

    Select your rig (Rigify, Mixamo, VRoid, Unreal or any humanoid) and press Create character. No rig? Shift+A › Moveset Mannequin

  2. STEP 2Add the Drunk state

    In the State box press +, pick Drunk. Walk, idle and the state's habitual actions appear

  3. STEP 3Play

    Choose Walk and press Play. The preview runs live on your character

  4. STEP 4Tune it

    Move the sliders for stride, tempo, posture or sway, or mix Drunk with another state, for example Weary

  5. STEP 5Bake

    Bake this one: you get an Action called walk_drunk. Bake all adds the idle and every action in that state

Not only the walk

A state colours every action. A drunk character waves, drinks, points and turns with the same loose, uneven timing, and the state comes with its own habitual actions: staggering, hiccupping, dizzy. Add the state once and use it across the whole library

Five wooden mannequins waving, each in a different manner
The same Waves action in five states, left to right: Normal, Cold, Confident, Sad, Drunk

More

Get Moveset - $30itch.ioBlender 4.2+ · Windows, macOS, Linux · free updates