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.

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.
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

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

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
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.

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

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

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

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

- 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
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.
Everything you might be wondering.
Short answers before you open the tool.
01What is Procedural Walk for?+
02Does it use inverse kinematics?+
03Do I need to animate a walk cycle first?+
04What formats can I import?+
05What can I export?+
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.