You load the object "samuel ki.x" right?
Now try not to append the object "walk.x". Now, it probably works, right?
If that`s the case, then your problem is clear:
You made the object "samuel ki.x" with ac3d, but you didn`t make the object "walk.x" with ac3d. When you append objects, they have to have the same amount of limbs, which isn`t the case here. If they did have the same amount of limbs, your object would look like the original object from the example when you walk.
To change it, you have to make an animation of your "samuel ki.x" with ac3d and call it "samuel walk.x" or something, so you have 2 objects identical, only one walks and the other one doesn`t move at all.
If thats not your problem, then write back. I`m free to help.
ps: You can highlight your code part of the post and click the button on the left at the top "code". Then it looks like this:
rem Position camera off center
POSITION CAMERA 0.0,0.0,-1000.0
rem Load 3D object and append walking data to it
LOAD OBJECT "Samuel Ki.x",1 : APPEND OBJECT "walk.x",1,100
YROTATE OBJECT 1,180 : FIX OBJECT PIVOT 1
rem Loop 3D object animation from 0 to 20 (idle)
LOOP OBJECT 1,0,20 : SET OBJECT SPEED 1,10
rem Activate manual syncronization
SYNC ON
rem Begin loop
DO
rem Modify character angle based on left/right keys
stage=0
IF LEFTKEY()=1 THEN a#=a#-8.0
IF RIGHTKEY()=1 THEN a#=a#+8.0
a#=wrapvalue(a#)
rem Modify character position based on up/down keys
IF UPKEY()=1 THEN x#=NEWXVALUE(x#,a#,3) : z#=NEWZVALUE(z#,a#,3) : stage=1
IF DOWNKEY()=1 THEN x#=NEWXVALUE(x#,a#,-3) : z#=NEWZVALUE(z#,a#,-3) : stage=1
rem If character action changes
IF stage<>oldstage
IF stage=0
SET OBJECT FRAME 1,0.0
LOOP OBJECT 1,0,20
SET OBJECT SPEED 1,10
ENDIF
IF stage=1
SET OBJECT FRAME 1,105.0
LOOP OBJECT 1,105,125
SET OBJECT SPEED 1,40
ENDIF
oldstage=stage
ENDIF
rem Update character position and angle
POSITION OBJECT 1,x#,0.0,z#
YROTATE OBJECT 1,a#
rem Refresh screen
SYNC
rem End loop
LOOP
Oooooops!!! I accidentally formated drive c.