# Setting up the Footsteps Component

{% hint style="info" %}
**Note:** Emerald AI 2024 version 1.1.1 or higher is required to use this component.
{% endhint %}

### Setting up the Footstep Animation Events

First you will need to add Footstep Animation Events to your AI's movement animations (as well as any other animations you want footstep to happen with). You can do this through the Animation Viewer Manager. This can be accessed through an AI's Animation Component by pressing the "Open Animation Viewer" button.

<figure><img src="https://4021441153-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fv03IiZPaMe8fX49a9MnO%2Fuploads%2F73YrcuqcV2GFMuc59b7c%2FOpen%20Animation%20Viewer%20Foosteps.png?alt=media&#x26;token=4172ff7b-e39a-4b25-b762-a625e76da1ba" alt=""><figcaption></figcaption></figure>

Through the Animation Viewer, you will be able to view your AI's animations right within the scene. Start with selecting your AI's movement animations (walk and run for all categories that your AI is using) and assign a Footstep event for each footstep your AI's animations have. This should be done using the Footstep Event Type through dropdown menu. When you have finished applying all of your Footstep Animation Events, you need to press the "Apply Changes" button to save the events.

{% hint style="info" %}
**Note:** You can add Footstep Animation Events to any animation you want that has footsteps (such as turning, getting hit, attacking, recoiling, dodging, backing up, strafing, etc.).
{% endhint %}

{% hint style="info" %}
**Note:** You can wait until you have applied all your Footstep Animation Events before pressing the "Apply Changes" button.
{% endhint %}

<figure><img src="https://4021441153-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fv03IiZPaMe8fX49a9MnO%2Fuploads%2Fobvm00iJVrEQyfZkIOJI%2FApplyingFootstepAnimationEvents.gif?alt=media&#x26;token=5cce76fa-bc8c-4df0-a23e-097679579721" alt=""><figcaption></figcaption></figure>

### Setting up the Ignore Layers

The Ignore Layers control which layers will be ignored when calculating footsteps.&#x20;

{% hint style="info" %}
**Note:** Your AI's own layer and its LBD's Collider Layer (if using a LBD component) will automatically be included during runtime.
{% endhint %}

<figure><img src="https://4021441153-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fv03IiZPaMe8fX49a9MnO%2Fuploads%2Fs4ptdD9DrvtfJ7soMAJI%2FStep%201%20-%20Foosteps%20Component.png?alt=media&#x26;token=61bcb9eb-55cb-4f4e-95bb-bf8c5113799f" alt=""><figcaption></figcaption></figure>

### Assigning Feet Transforms

You will need to assign an AI's Feet Transforms. Raycasts will be fired from these points to calculate footsteps during each Footstep Animation Event. You can press the "Auto Grab Feet Transforms" button to allow the Footsteps Component to try and get the AI's feet automatically. If the feet transforms cannot be found automatically, you will need to assign them manually.

{% hint style="warning" %}
**Important:** The Footsteps component will not work if there are no Feet Transforms are assigned.
{% endhint %}

<figure><img src="https://4021441153-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fv03IiZPaMe8fX49a9MnO%2Fuploads%2FYLGU3GE5pEbGQ7nPnlWs%2FAutoGrabFeetTransforms.gif?alt=media&#x26;token=5b924004-35d8-4b00-94c8-e9434f354060" alt=""><figcaption></figcaption></figure>

### Assigning Footstep Surface Objects

Lastly, you will need to assign Footstep Surface Objects to the Footstep Surfaces list. To find more information on these, see the [Footstep Surface Objects](../../emerald-profiles-and-objects/footstep-surface-object) section.
