Moveset · add-on for Blender 4.2+ · by NoMicro Studio Plates I-XI · motion studies · User guide

Moveset

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

Get Moveset - $30itch.ioBlender 4.2+ · Windows, macOS, Linux · free updates
Six wooden mannequins mid-stride, each walking in a different state
Plate I - one mannequin, six states, left to right: Normal, Soldier, Catwalk, Weary, Drunk, Elderly. Same rig, same add-on, different sliders
834animations
887ready-made variants
70themed packs
19character kits
14character states
3engines, one-click export

Plate II · the walk cycle

One step, eight phases

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

Walk phase 1 of 8
0 / 8
Walk phase 2 of 8
1 / 8
Walk phase 3 of 8
2 / 8
Walk phase 4 of 8
3 / 8
Walk phase 5 of 8
4 / 8
Walk phase 6 of 8
5 / 8
Walk phase 7 of 8
6 / 8
Walk phase 8 of 8
7 / 8

Plate III · workflow

From a bare rig to clips in your engine

  1. STEP 1Select your rig

    Rigify, Mixamo, VRoid, Unreal or any humanoid. Unknown skeleton? Map its bones once and save the map

  2. STEP 2Create a character

    One click. Proportions are measured from the rig, so hands land on this model's face, chest and hips

  3. STEP 3Pick from the library

    Browse pose thumbnails or search by name. Add one action, a whole pack or a whole character kit

  4. STEP 4Tune it live

    Sliders update the pose on the current frame. Press Play to watch the clip on your character

  5. STEP 5Bake and export

    Actions named walk_weary, wave_cold… One button exports FBX or GLB set up for Unity, Unreal or Godot

Plate IV · states

Actions take on the character's state

Five wooden mannequins waving, each in a different manner
The same “Waves” action, left to right: Normal, Cold, Confident, Sad, Drunk

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

  • Normal
  • Brisk
  • Weary
  • Cold
  • Hurried
  • Drunk
  • Injured, limping
  • Sneaking
  • Elderly
  • Soldier
  • Catwalk
  • Sad
  • Confident
  • Nervous

Plate V · for games

A full locomotion set, ready for a state machine

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

Movement

  • Run, sprint, walk back, side steps, crouch walk, crawl on all fours and prone
  • 8-way grid for blend spaces: diagonals, running backward and sideways, crouching in every direction
  • Turns in place, start and stop from a walk or a run, 180° pivot
  • Jump: takeoff, rise, fall loop, soft and hard landing, running jump

Contact and damage

  • Hit reactions from four sides, light and heavy, knockdown, get up, three deaths
  • Doors, buttons, levers, chests, terminals, picking up and putting down
  • NPC ambience: leaning on a wall or a rail, dozing on a bench, talking to someone
  • Footstep markers and prop events for sound and gameplay

Plate VI · obstacles

Climbing, vaulting, rolling

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

Climbing onto a ledge, phase 1 of 6: standing at the wall
1 / 6
Phase 2: crouching to jump
2 / 6
Phase 3: hanging on the edge
3 / 6
Phase 4: pulling up
4 / 6
Phase 5: knee on the ledge
5 / 6
Phase 6: standing on top
6 / 6

Climbs onto a ledge · ledge height 1.3 m

Dodge roll, phase 1 of 6: crouching
1 / 6
Phase 2: hands to the floor
2 / 6
Phase 3: upside down over the shoulders
3 / 6
Phase 4: rolling along the back
4 / 6
Phase 5: coming up to a squat
5 / 6
Phase 6: standing
6 / 6

Dodge roll · 1.6 m forward

Plate VII · character kits

A swordsman, an archer, a zombie: the whole set at once

Eight mannequins holding a sword, a sword and shield, a warhammer, a bow, a rifle, a pistol, a staff and a box
Left to right: Swordsman, Sword and shield, Two-handed weapon, Archer, Rifleman, Gunslinger, Mage, Carrier

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

  • Swordsman
  • Sword and shield
  • Two-handed weapon
  • Spearman
  • Archer
  • Rifleman
  • Gunslinger
  • Brawler
  • Mage with a staff
  • Carrier
  • Stealth
  • Zombie
  • Wounded
  • Dual blades
  • Thrower
  • Miner
  • Guard
  • Trader
  • Prisoner

Plate VIII · crowds

Nobody walks in step

Seven mannequins, some walking and some standing, each in a different state
Seven copies of one rig after one click of “Crowd from selected”

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

834 animations, browsed by picture

Library section of the Moveset panel in the Pictures view: a grid of pose thumbnails for the Talking pack Library section in the List view: the Swordsman kit as a compact list with favourite stars

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

  • For games - 9 packs
  • Character kits - 19
  • Communication - 4
  • Emotions and character - 4
  • Work and home - 8
  • Sport and leisure - 11
  • Street and outdoors - 8
  • Seated and lying - 3
  • Fight and magic - 4
Mannequin waving
WavesTalking
Mannequin playing guitar
Plays guitarMusic
Mannequin in yoga tree pose
Tree poseYoga
Mannequin drawing a bow
Shoots a bowWeapons
Mannequin on a phone call
Phone callStreet
Mannequin cheering with both arms up
CheersEmotions
Mannequin digging with a shovel
DigsWork
Mannequin saluting
SalutesDrill
Mannequin taking a photo
Takes a photoPhoto & video
Mannequin casting a fishing rod
Casts a fishing rodOutdoors & fishing
Mannequin drinking from a bottle
Drinks from a bottleFood
Mannequin playing violin
Plays violinMusic

Plate X · the panel

Everything in one sidebar tab

Blender viewport in Material Preview with a wooden mannequin and the Moveset sidebar panel
3D View › Sidebar › Moveset. The “Waves” action at 1.5× speed
  • Speed, right under Play

    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

  • Seamless loops

    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

  • Live preview

    The rig takes the pose of the current frame and plays back smoothly. The timeline fits the clip automatically

  • Outdated bakes are flagged

    Change a slider after baking and the Action is marked outdated. Rebake only what changed

Plate XI · specifications

Built for game and film pipelines

Rigs

  • Rigify metarig and generated rig (FK controls, root motion on the torso control)
  • Mixamo, including prefixed and 2- or 3-bone finger variants
  • VRoid / VRM via glTF import
  • Unreal Engine 5 and 4 mannequin skeletons
  • Humanoid names (Hips, LeftUpperLeg…)
  • Anything else: guided manual bone mapping, with a test pose and saved maps
  • Fingers, palm direction and model proportions detected from the skeleton

Output

  • Baked Actions at the scene frame rate: 24, 30, 60 fps
  • In place, or with root motion - forward, sideways and up, adding a root bone if the rig has none
  • One-click export for Unity (FBX), Unreal (FBX) and Godot (GLB), plus a JSON file with lengths, loops, root speeds, footsteps and prop events
  • Mirrored copies, 9-pose aim offsets, sequences with 0.3 s blends, walking along a curve
  • Head look-at target; stand-in props in hand that appear and disappear with the clip
  • Several characters at once: crowds, batch bake, one file per character
DeveloperNoMicro Studio
Blender4.2 and newer, packaged as an extension. Tested on 5.2
DependenciesNone. Pure Python
InterfaceEnglish and Russian
LibraryStates, builds and action variants in JSON with pose thumbnails; add your own folder and save your own variants and bone maps
MannequinA textured wooden mannequin with fingers. Use it in any of your scenes and projects
LicenseCode 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
Supportnomicrostudio@gmail.com
Get Moveset - $30itch.ioBlender 4.2+ · Windows, macOS, Linux · free updates