>>2803834The motions on tstorage usually come with audio files (or, like with certain users, you might think you're downloading a motion from the public catalogue, but it's only the audio for that motion) and often with cameras too. The mediafire folders from the OP also mostly had those, IIRC.
>>2803832She got cuter with age.
>>2803817>>2803826+
https://www.youtube.com/watch?v=tXoaBwMWs4II'll add that:
1) For fluid uninterrupted movements that have to be split between multiple keyframes you'll want the overall curve to have a smooth, continuous shape ("slow down" to "speed up" or "S" on the next key, or vice versa) rather than going from, say, "slow down" to "slow down" or "linear," causing sudden jarring acceleration after a period of slow movement. (This, of course, can be a deliberate choice for unnatural movement.) The keys between the start and end points of an uninterrupted movement can be linear or have a very weakly pronounced "inverse S"-type curve.
2) Also, when you're doing circular movements with IK bones (pic strongly related, but it applies even to making a simple step), you swap "slow down" and "speed up"-type curves between the axes of your movement (X/Z for two-dimensional horizontal circles, X or Z (depending on the orientation of the model) / Y for two-dimensional vertical circles, and more complicated shapes for 3D circles), with keys on the extremes (maximum reach on any axis). When walking, you split the motion into three keys: starting & ending positions of the foot and then a middle position, with the Y axis going from "decelerate" for the middle key to "accelerate" with a short slow down at the end in order to spend most of the step lifted. X/Z movement interpolation is determined mostly by obstacles on the way, i.e. not moving the foot through the other leg.
>>2803735>>2803738Just in case, there are PMXE plugins to simplify adding extra (standard and semi-standard) bones that appear to come with translated versions by default.