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Procedural Walk

Rig it.
Walk it.
Anywhere.

Auto-rig multi-legged creatures and drive them with procedural IK locomotion that adapts to terrain instead of relying on one baked walk cycle.

Procedural Walk ant creature with glowing cyan skeleton and IK foot targets crossing uneven voxel terrain
Early Supporter Access

Lifetime pass to the Sorceress Game Creation Suite

How it works

From strange mesh to terrain-aware locomotion.

Procedural Walk handles the part of animation that is usually painful for non-humanoid creatures: building a useful skeleton, solving legs with IK, and keeping feet planted on uneven ground.

STEP 01

Import a non-humanoid creature

Start with the kind of mesh that normal humanoid auto-riggers do not understand: spiders, ants, drakes, crabs, quadrupeds, many-legged creatures, or strange experimental forms.

  • Load GLB, GLTF, FBX, or OBJ creature meshes
  • Built for non-humanoid body plans
  • Works with two legs, four legs, six legs, eight legs, or custom counts
  • Marker-guided setup keeps the rig understandable
Procedural Walk import interface showing spider, ant, crab, drake, and crawler mesh options with GLB, GLTF, FBX, and OBJ format chips
STEP 02

Generate the body, limbs, and IK chains

Procedural Walk creates a skeleton that matches the creature, then builds limb chains for inverse kinematics. You can pose, rotate, grab, and refine joints without hand-authoring a traditional animation rig from scratch.

  • Automatic body, spine, leg, foot, and tail-style chain setup
  • CCD IK controls for grabbing joints and posing limbs
  • Weight computation and refinement for the generated skeleton
  • Walk presets for different creature sizes and gait styles
Procedural Walk auto-rig interface showing marker placement, generated skeleton bones, IK chains, and foot targets on a multi-legged creature
STEP 03

Walk across uneven terrain in real time

The walk is not just a baked clip. Foot targets search for the ground, legs solve toward those targets, and the body moves through the terrain while feet plant at different heights.

  • Terrain-aware foot placement
  • Real-time IK foot planting on uneven surfaces
  • Adjust stride, lift, body height, gait timing, and speed
  • Useful for creatures that need to walk anywhere, not just on flat ground
Locomotion system

Not a baked walk cycle.

Procedural Walk is built around live foot targets, IK chains, gait controls, and terrain response, so the creature can walk across surfaces that were not hand-animated in advance.

Terrain-aware procedural foot target diagram with cyan contact rings, height rays, and stable foot planting on uneven stone blocks

Foot Targets

Feet look for stable contact points and plant on the actual terrain height instead of sliding through the floor.

Procedural Walk gait tuner interface with stride length, lift height, body height, speed, phase offset, and body bob controls

Gait Controls

Tune stride length, lift, speed, body bob, step timing, and preset behavior for the creature you are building.

Inverse kinematics chain diagram showing creature leg root, mid, and foot joints solving locally with cyan rig handles

IK Chains

Each leg solves as a local chain, so moving one foot does not collapse the whole body or require hand-keyed animation.

Perfect for

What people use it for.

Use Procedural Walk for insects, spiders, crabs, drakes, quadrupeds, crawlers, weird monsters, prototype enemies, voxel creatures, and any non-humanoid asset that needs believable locomotion.

Procedural Walk use case board showing spider enemy, crab creature, insect mount, alien beast, crawler NPC, and voxel monster prototype with cyan rig and foot guides
Spiders, ants, crabs, insects, and crawlersUneven terrain, steps, ramps, and voxel surfacesEnemies, mounts, NPC creatures, and prototypesNon-humanoid meshes that normal rigs do not fit
Exports

Ready for real projects.

After rigging and tuning the creature, export the mesh, skeleton, weights, and procedural locomotion data for game workflows.

Procedural Walk export package diagram showing Three.js ZIP, GLB mesh, walk config JSON, JavaScript controller, UE5 locomotor sidecar, and WizardGenie project outputs
  • Three.js ZIP with GLB mesh, walk config, and JS controller
  • Skinned GLB creature mesh
  • Locomotor JSON sidecar for procedural settings
  • Pose, skeleton, weight, gait, and terrain-aware walk data
  • WizardGenie and Sorceress creature workflows
  • UE5-oriented GLB plus locomotor sidecar workflow
Plays nice with
WizardGenieThree.jsUE5Custom enginesWeb gamesPrototypes

Three.js export is the most direct package today: it includes the creature, walk settings, and controller code. UE5-oriented exports use GLB plus a locomotor JSON sidecar.

Common questions

Everything you might be wondering.

Short answers before you open the tool.

01What is Procedural Walk for?+
Procedural Walk is for non-humanoid 3D creatures that need rigging and terrain-aware walking, especially spiders, insects, crabs, quadrupeds, crawlers, drakes, and unusual monster bodies.
02Does it use inverse kinematics?+
Yes. The tool uses IK-style limb solving so feet can plant on terrain and the creature can adapt to uneven surfaces instead of sliding through them.
03Do I need to animate a walk cycle first?+
No. The point of Procedural Walk is to generate locomotion from rig, gait, and foot-target settings rather than requiring a baked keyframed walk cycle.
04What formats can I import?+
The rigging tool accepts common 3D mesh formats including GLB, GLTF, FBX, and OBJ.
05What can I export?+
You can export a Three.js package with GLB, walk config, and controller code, plus workflows that include skinned GLB and locomotor JSON data for broader game-engine integration.
Start Building

Get building. Today.

Describe the game you want, or dive into the full studio. $49 one-time — and every future tool we ship is included.

Early supporter pricing. Limited availability.