well unfortunately there is no clearcut way of figuring this out as each artist has his or her own way of making animations.
ideally what you want to do is tell your artist what the world setup will be... i.e. 100units = 1metre and they can make the animation with this range in mind.
however if you use other models what you have to do scale the walking animation speed to the distance traveled/numbers of frames
so say you have 30frame walk animation loop, now the adverage persons walk should be roughly 1meter (but you'll have to adjust to comfort as it won't be precisely)
well basically assuming that 100dbu = 100cm (1m) can then assume that we want the model to move 100dbu every second, but to keep the animation scaled you want to 'MOD' the FPS by the number of FRAMES in the animation (this case it'd be result as byte = Screen FPS() mod 30) you'd then take this number... so fResult as float = Screen FPS()/result
now you take this result and do AnimationSpeed = 100*fResult

now you set the animation speed by that and you're all set for the animation to run at the right speed. (provided the set animation speed command now does something)
you can then adjust the speed and distance by a modifier say SpeedMod = fResult*(0.1+cSpeed)
then use the SpeedMod result instead, and if you set the cSpeed to whatever state you want = say for Zelda Like Speeding up to run
if cSpeed<1.0 and bRun=1
cSpeed = cSpeed + 0.1
else
if cSpeed>1.0 and bRun=1
cSpeed=cSpeed
endif
endif
you then apply that cSpeed modifier to the distance as like a * for the distance traveled and it'll sync the running distance to the animation speed up
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?