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

Moveset

Walks, idles and 240 actions for any humanoid rig. Shape them with sliders, watch them live on your character, bake them to Actions

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

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
240actions
280ready-made variants
42themed packs
14character states
6rig types recognised, plus manual mapping

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 baked Actions

  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 states and actions

    Add states and whole packs from the library, or search by name

  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… Export GLB or FBX for Godot, Unity or Unreal

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), mirror one for a left-handed character, or jitter the sliders to fill a crowd

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

Plate V · the library

240 actions in 42 packs

Everyday gestures, work, sport, music, fights, magic, dancing, sitting and lying, swimming. Actions that hold a tool get simple stand-in props parented to the hand bone, ready to swap for your own models

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 VI · 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. 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

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 mannequin skeleton
  • 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
  • Walk in place, or with root motion that keeps the planted foot still
  • Walk along a curve, baked as one Action
  • Sequences: several clips back to back with 0.3 s blends
  • Footstep markers (step_L / step_R) and walk speed in m/s on the rig
  • Head look-at target, props in hand
  • One-click export to GLB or FBX
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; add your own folder and save your own variants and bone maps
LicenseCode under GPL-3.0-or-later; the preset library under a separate license