Up to no now, adding multiple actions in NLA with walkcycles required to animate them standing still, as if walking on a conveyor belt. The stride option then makes the object itself move forward, trying to keep the foot stuck on the floor (with poor results!).
This option now allows to make walk cycles moving forward. By indicating a reference Offset Bone, the NLA system will use that bone to detect the correct offset for the Armature Pose to make it seamlessly going forward.
Best of all, this option works as for cyclic Action Strips as well as for individual Action Strips. Note that for individual strips, you have to set the strip on "Hold". (Might become automatic detected later).
Here's an example edit image for NLA:
www.blender.org/bf/nla_match-cycle.jpg
And the animation for it:
download.blender.org/demo/test/2.43/0001_0150_match.avi
Blender file:
download.blender.org/demo/test/2.43/mancandy_matching.blend
Using this kind of cycling works pretty straightforward, and is a lot easier to setup than Stride Bones.
To be further tested:
- Blending cycles
- matching rotation for the bones as well.

Typically walk cycles are constructed with certain Bones to be the handles, controlling for example the torso or feet.
An Action Modifier allows you to use a Curve Path to deform the motion of these controlling bones. This uses the existing Curve Deformation option. Modifiers can be added per Action Strip, each controlling a channel (bone) by choice, and even allows to layer multiple modifiers on top of each other (several paths deforming motion). This option is using the dependency graph, so editing the Curve will give realtime changes in the Armature.
The previous walkcycle, controlled by two curves:
download.blender.org/demo/test/2.43/0001_0150_deform.avi
Blender file:
download.blender.org/demo/test/2.43/mancandy_actiondeform.blend
Another demo avi:
download.blender.org/demo/test/2.43/0001_0120_deform.avi
Two identical paths, but one controlled with a speed curve
download.blender.org/demo/test/2.43/0001_0150_speed.avi
Action Modifiers can be added in the NLA Properties Panel. Per Modifier you have to indicate the channel and a Curve Object. You can copy modifiers from one strip to another using CTRL+C (only copies to active Object strips).
Setting up a correct Curve Path has to be carefully done:
This is a good reason to make such paths automatic (on a command). Is on the todo list.
Also note this:
The current code is still for review by character animators... some details or
working methods might change.
This feature can also be used for other modifiers, such as noise (Perlin) or
the mythical "Oomph" (frequency control) and of course Python.
Special thanks to Bassam & Matt for research & design review.