Creating footsteps manually is useful for complicated footwork, such as dancing. Manual footstep creation allows you to place each new footstep carefully where you want it.
Multiple footsteps can also be generated automatically. To quickly generate a simple walking, running, or jumping footstep patterns, see Creating Footsteps Automatically.
There are two ways to create footsteps manually:
You can start creating footsteps at the current frame with Create Footsteps (At Current Frame) in the Footstep Creation rollout. Any footsteps added subsequently will extend in time from the first footstep. If you attempt to create a footstep at the
same time as an existing footstep on the same side, an alert appears and you are not allowed to create the footstep.
You can also append footsteps onto the end of the existing footsteps with Create Footsteps (Append) in the Footstep Creation rollout. Then Biped computes the frame at which the first footstep should be created based on the chosen gait and the existing footsteps.
This option is disabled if there are no existing footsteps.
As with all footsteps, any footsteps you create with these methods are inactive upon creation. You must activate them with
Create Keys for Inactive Footsteps in order to make the biped move through them.
Preparing to Create Footsteps Manually
Before placing footsteps, you must choose the gait, then set parameters for the gait in the Footstep Creation rollout.

Footstep creation and gait buttons
When you select the Walk, Run, or Jump gait, parameters for that gait appear on the Footstep Creation rollout. See Choosing a Gait for information on gaits and parameters.
Switching Between Left and Right Footsteps
By default, manually placed footsteps alternate left, right, left, right. The footstep cursor, which appears during individual footstep creation, shows you whether a left or right footstep will be placed next.
If you want to change the footstep side that will be placed when you next click, press Q to toggle between them. Pressing Q also changes the cursor, showing you which footstep side will be placed next.
During manual footstep creation, your display remains at the current frame. However, footsteps are created sequentially in time. If the footsteps you create require more frames than are in the active time segment, the footstep creation process extends the active time segment, which can create new frames.
Creating New Footsteps Between Existing Footsteps
If inactive footsteps exist, you can only create new, inactive footsteps within or directly before or after the time of the inactive footsteps. If you need to add more footsteps near a time where there are only active footsteps, deactivate all footsteps first, then add footsteps and activate them again. See Deactivating Footsteps.
To prepare for manual footstep creation:
Motion panel
Biped rollout, click
(Footstep Mode).
You are now in Footstep mode, and can create, activate, or edit footsteps.
To create footsteps beginning at the current frame:
(Footstep Mode).
(Create Footsteps (At Current Frame)).
Watch the footstep cursor to see whether a left or right footstep will be placed next. If you want to place two left or two right footsteps sequentially, place one footstep, then press Q once before placing the next one.
Move and
rotate footsteps until you have achieved the desired pattern.
(Create Keys For Inactive Footsteps).
(Play Animation) to see the animation.
To append footsteps onto the existing footsteps:
(Footstep Mode) is turned on.
Select all footsteps and click
(Deactivate Footsteps).
(Create Footsteps (Append)).
Move and
rotate footsteps until you have achieved the desired pattern.
(Create Keys For Inactive Footsteps).
(Play Animation) to see the animation.
To create footsteps using AutoGrid:
The AutoGrid feature creates objects on a surface other than the default construction plane. You can use this feature to place footsteps on an irregular surface.
Create panel, click
(Systems), then on the Object Type rollout, click Biped.
Motion panel.
(Footstep Mode).
(Create Footsteps (At Current Frame)). Move the cursor over the terrain. A transform gizmo moves with your cursor to indicate
the location and orientation of the gizmo. Click to place a footstep, then move the cursor and click again to place more footsteps.
(Create Keys For Inactive Footsteps).
(Play Animation) to see the animation.