Walk & Jump Recognition
Adding Walk or Jump Recognition
Walk Recognition:
Walk recognition is a pre-trained model, and the success of walk recognition depends heavily on the camera's angle and position matching the character:
Please refer to the tutorial, place the camera at knee height, and adjust the tilt angle so that your body aligns with the silhouette:

Adjusting the Camera Tilt to Align with the Silhouette

If, for various reasons, you can’t align perfectly with the shape, try your best to align your feet with the bottom of the camera image.

After starting the walk recognition, try to maintain a small walking movement or stand still without making any large movements, then say "Remember".

Constrain Pose
The pose above is essentially a limiting condition. It can be replaced with any action (the default is standing with both feet making small walking-like movements). Only when this pose’s similarity is met will the walk recognition control below start detecting walking:

Both the Constrain Pose and the Walk Recognition must be met simultaneously for walking to be triggered. Adjusting the pose similarity to a point where walking is smooth is ideal.

For a more detailed explanation of pose recognition, see: Adding Pose Recognition.
The Actual Walk Recognition Control Unit
Momentum: The inertia of the game character being driven forward. Too low can cause the character to stutter while walking, too high may cause the character to continue walking a few steps after you stop. Adjust it to a value where your walking perfectly syncs with the character.

Sensitivity: The higher the sensitivity, the easier it is to trigger walking, but it may also cause false triggers. Lower sensitivity makes walking harder to trigger, sometimes requiring high stepping to start. Adjust it to your comfort.

You can right-click to add the walk recognition control to favorites for convenient future use.
False Walk Recognition Triggers
Cluttered backgrounds, excessively loose clothing, or low-light environments:
The Link is a motion control software that relies entirely on the camera to recognize your movements, meaning it can only determine your actions based on what it sees through the camera. If your background is cluttered or similar in color to your clothes, it may cause difficulty in recognizing your body, leading to false triggers in walking recognition.
Similarly, if your pants are too loose, small steps may not be detected as walking, and excessively loose clothing may cause The Link to mistakenly think you are moving.
Regarding lighting, it largely depends on the camera itself. Some cameras perform poorly in low-light conditions. In this case, ensure sufficient lighting in the room or add extra light sources.
Summary: The most accurate way to know if The Link is correctly recognizing you is to observe whether the blue tracking lines on your body remain steady and accurately positioned when you perform various actions and walk.
Large Upper Body Movements False Trigger Correction Algorithm
In Settings > Geek Settings, there is an algorithm to correct false triggers in walk recognition caused by large upper body movements. Increasing the algorithm strength can help prevent false triggers. However, note that too high a value may cause the character to stop unexpectedly during large upper body movements while walking.

Temporarily Disabling Walk Recognition for Immediate Stop Actions
In fast-paced games, there are times when you want your character to immediately stop moving, regardless of other actions.

To achieve this, you can bind some actions to temporarily disable walk recognition.
Double-click the link that needs to disable walking.
Click the two-way arrow on the far right to switch to Link Control.

Enable the control at the top, select the walking link (for example, the link named "Forward"), and set it to "Turn Off" - "Confirm Add".
Set the output mode to "Hold".

Finally, remember to save the link.
Now, whenever you perform this action, walk recognition will temporarily disable, making the character stop immediately.
Jump Recognition:
Jump recognition essentially detects the upward speed of your body’s center of gravity, allowing it to adapt to various role-playing scenarios (e.g., you can crouch and perform a small jump).
Sensitivity: As the name suggests, the higher the sensitivity, the easier it is to recognize a jump. Lower sensitivity makes it harder to detect jumps.

Preventing False Jump Triggers
Since jump recognition is purely based on detecting the upward speed of the body’s center of gravity, high sensitivity can lead to false triggers during intense movements or rapid crouching and standing.
If a game requires frequent jumping but cannot tolerate false triggers, consider the following:
Replace jumping with another action.
Combine jump recognition with a touch frame to create a "true" jump that is height-restricted.
For example, as shown in the image below, the jump is only triggered when the body’s center of gravity rises and the nose touches the top of the touch frame.

In Settings > Browse Models:
You can find a template for the "Temple Run" mini-game that uses a no-false-trigger jump setup. Download it, make slight adjustments, and copy it to your model.

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