Walks, idles and 834 animations for any humanoid rig, from a wave to a sword combo. Shape them with sliders, watch them live, bake them to Actions and ship them to your engine
A procedural animation toolkit: no motion capture, no keyframing by hand. Every animation is computed from readable parameters - stride, cadence, posture, energy, tempo - and retargeted onto Rigify, Mixamo, VRoid, Unreal or your own skeleton
Plate II · the walk cycle
The walk follows gait biomechanics: heel strike, loading response, mid-stance, push-off, swing. The planted foot does not slide, the pelvis rides on the supporting leg, and the arms counter-swing the hips








Plate III · workflow
Rigify, Mixamo, VRoid, Unreal or any humanoid. Unknown skeleton? Map its bones once and save the map
One click. Proportions are measured from the rig, so hands land on this model's face, chest and hips
Browse pose thumbnails or search by name. Add one action, a whole pack or a whole character kit
Sliders update the pose on the current frame. Press Play to watch the clip on your character
Actions named walk_weary, wave_cold… One button exports FBX or GLB set up for Unity, Unreal or Godot
Plate IV · states
A state is how a person is right now. It sets the walk and the idle, and it colours every action: a cold character waves smaller and hunched, a confident one high and open, a drunk one sways and misses. Each state brings its own set of habitual actions, baked as <action>_<state>. Mix two states (60% Brisk + 40% Weary) or mirror one for a left-handed character
Plate V · for games
Loops walk and run in place with the root speed written next to them; one-shots start and end on the exact frames of the loops they connect, so an animator graph blends them without a seam. Root motion is off by default and one checkbox away
Plate VI · obstacles
Stairs up and down, a ladder (get on, climb loop, get off at the top), vaulting a low obstacle, climbing onto a ledge, dropping from one, a dodge roll. Heights are sliders, and the root travels up and down as well as forward, so root motion carries the character onto the ledge






Climbs onto a ledge · ledge height 1.3 m






Dodge roll · 1.6 m forward
Plate VII · character kits
Each kit wraps the full game set around one weapon or role: idle, 8-way walk, run, crouch, turns, start and stop, jump, hits from four sides, knockdown, two deaths - all with the item in hand and a “Ready” slider between guard and lowered. On top come the kit's own moves: draw and sheathe, block, a combo, a shield bash, an overhead slam. Blades, shields, bows and guns aim themselves with the wrist, so they point where they should on any arm proportions
Plate VIII · crowds
Select a few rigs and give each its own state from the ones you tick, a small spread of the sliders, a share of left-handed and standing characters, and its own starting frame. Every character gets its own baked clip on the NLA; the same seed rebuilds the same crowd. Export them together and each character lands in its own file with only its own clips
Plate IX · the library
Every action has a thumbnail of the mannequin at its most telling moment. Switch between pictures and a compact list, filter by section and pack, search in English or Russian, star favourites. A check mark shows what the character already has; one click adds an action, and a whole pack or section asks first












Plate X · the panel
½× to 2× for any clip. Idles and actions run faster or slower as a whole; walks change stride and cadence together, the way a person speeds up
One toggle: repeating actions hold their pose for the whole clip and close without a seam; one-off gestures start and end in the idle pose
The rig takes the pose of the current frame and plays back smoothly. The timeline fits the clip automatically
Change a slider after baking and the Action is marked outdated. Rebake only what changed
Plate XI · specifications
| Developer | NoMicro Studio |
|---|---|
| Blender | 4.2 and newer, packaged as an extension. Tested on 5.2 |
| Dependencies | None. Pure Python |
| Interface | English and Russian |
| Library | States, builds and action variants in JSON with pose thumbnails; add your own folder and save your own variants and bone maps |
| Mannequin | A textured wooden mannequin with fingers. Use it in any of your scenes and projects |
| License | Code under GPL-3.0-or-later. Library, thumbnails and mannequin under the Moveset content license: everything you make with the add-on goes into any of your projects, commercial included, royalty-free |
| Support | nomicrostudio@gmail.com |