Ok -- I couldn't wait, because I was way too curious on how that "locomotion" and "timeline" combination works to create your own walking simulation, so I setup a little test scene, and I'm really impressed how well that worked on my first try!
First I setup a basic scene with just a WoodPanel (to walk on), a base female character (collision enabled!) placed in the dead center, a cube, and an animation pattern (using the built-in animation system) consisting of four animation steps creating a circle animation, controlling a little cube (collision turned off) to go round and round:
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I then added the "CLS.cslist" (the main plugin file for the locomotion system) to the character, and in the "Custom UI" of this plugin I set "Pos Target Atom" to "Cube" -- and the character immediately started to walk towards the cube:
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Then I started the cube's animation, and the character was following the cube around the circle -- controlled by the locomotion plugin.
Now I added the timeline plugin to the female character as well, added various "Targets" to the plugin (head, neck, lHand, rHand, lFoot, rFoot, hip) and changed the length of my animation to 40 seconds (that's about how long the character needed to do a full circle in this scene):
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Then I went to "More" --> "Record animation...", selected all the targets in the "Controls" overview, and hit "Start recording in 5...", and the timeline plugin recorded the walking animation produced by the locomotion system following the cube for 40 seconds:
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After recording has finished, you can then click on "Go to reduce screen..." and reduce the number of keyframes:
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Done! I finally disabled the "CLS" plugin for the female character (so she didn't follow the cube anymore controlled by the "locomotion" plugin), and instead played the recorded animation from within the timeline plugin -- and the character was starting to walk around the circle without the cube even moving!
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To be fair: the recorded animation looked a bit weird, but I did not change any of the default parameters for "locomotion" and/or "timeline", so I guess with a little bit of tweaking you can get some really nice and decent animations! Also I might need to add some more "targets" to the recording, or remove some, still needs to be tested. But anyways, that's how you can create your own walking animation without using a full body capture using lots of trackers.