If I may add my two quatloos worth :)
I've always found it easier to attach the character to the path first, have them traverse the path points without any animation first, check the playback to make sure that the timing is right, and if not, adjust from there, THEN, add in the animations. (A static walk animation is better in this situation than an actual forward moving animation....in other words, a walk animation that keeps the character in place, rather than physically moving forward, because the motion along the path will handle that.)
So....
1. Attach said character to first path point. (Highlight character, select "Pick Path" and use the cursor to select the first point on your path).
2. Adjust the playback slider at the bottom of the main UI to however far down the timeline you wish to go. (5 seconds? 6 seconds? whatever)
3. Select Pick Path again, and use the cursor to select the last point on your path.)
4. Check the playback to make sure your traverse time is satisfactory. If it isn't, go into the "TIMELINE" under your character's "CONSTRAIN" settings, and adjust accordingly. You will find the end path point. The path points look like two vertical hashes, connected by a solid line. The hash on the right is your end path point. Move it right to increase the travel time, left to decrease.
5. Replay. Satisfactory? Good. Now you can start laying down the actual animation.
6. Go into your character animation templates, and pick whichever walk or run animation you wish them to execute.
7. Check the playback again. Some default characters (Trinity, Jack) have Start and End walk/run animations in addition to full on walk/run animations. You may use these animations for your custom character, even if they are not Trinity or Jack. So, to make sub-notes of this.
1. During the animation addition phase of your path animation, select Trinity's MOVE animation blocks if your character is female, Jack's if your character is male.
2. At the first path point, select the respective character's "Walk-Start" or "Run-Start" animation.
3. For the main part of the path traversal, pick "Walk" or "Run" until the character is near the end of the path.
4. When your character is reaching the end of the path, select "Walk-End" or "Run-End".
These are pretty simple instructions, and assumes you know the UI decently enough to find these things.
And the nice thing is, the characters will NOT overshoot the end of the path.
In fact, wizaerd, here is my tutorial as shown in another thread....hopefully the illustrations will help. :)
https://forum.reallusion.com/FindPost87316.aspx

"Incompetence will always prevail so long as evil men stand by and do nothing."
-Martok2112