Easy Walk Run Idle

Onion365studio in Rigging


Easy Walk Run Idle

Pick an armature. Click a button. Get a seamless looping animation.

Easy Walk Run Idle generates ready-to-use Walk, Run and Idle actions for your character in one click. No mocap, no keyframing by hand. Bones are detected automatically, the cycle is built for you, and every parameter stays editable, so you can go from a stiff rig to a moving character in seconds and then tune it until it feels right.

Features

  • One-click Walk, Run and Idle – each generates a looping Action with a Cycles modifier, so it repeats cleanly from the first frame
  • Automatic bone detection – finds hips, spine, chest, head, legs, feet, arms and hands by name, with a manual Bone Mapping panel and an Auto Detect button for anything it misses
  • Multi-bone segments – handles split limbs such as thigh plus twist bones, and spines with several bones
  • IK-aware – works with IK legs and arms, with a Max Hip Drop limit to stop the hips sinking when the feet spread wide
  • Live sliders – changes update the animation instantly while you drag
  • Finger curl – separate left and right sliders from open hand to fist
  • Eye blink – if your mesh has a “close eyes” shape key, blinks are added into the same Action automatically, with adjustable frequency
  • Capture All Changed Bones – pose bones by hand, click Capture, and your edits are layered back on top every time the animation regenerates
  • Presets and keyframe export – save and load settings, bone mapping and captured edits as .json, or export and import the keyframes themselves to reuse on another character
  • Reset button – back to defaults in one click

How it works

  1. Select your armature and open Easy WRI in the 3D Viewport sidebar (N)
  2. Click Walk, Run or Idle
  3. Adjust the sliders until it looks the way you want

Controls

Strength, Body Height, Hips Move, Torso Lean, Hip Sway, Hip Rotation, Upper Twist, Body Bounce, Max Hip Drop, Hand Height, Arm Swing, Arm Offset, Elbow Bend, Left and Right Fingers, Foot Spread, Rear Foot Height, Rear Straight, Rear Back, Rear Foot Rotation, and cycle length for Walk, Run and Idle.

Supported Bone Names

Bones are detected automatically from their names. Matching is not case-sensitive and ignores numbers, dots, underscores, dashes and prefixes, so Thigh.L, thigh_L, DEF-thigh.L and mixamorig:LeftUpLeg all work.

Keywords the add-on looks for

  • Hips: hip, pelvis
  • Spine / Chest: spine, chest (several spine bones such as Spine, Spine1, Spine2 are supported, and the spin is shared evenly between them)
  • Head: head
  • Thigh: thigh, upperleg, upleg, femur
  • Shin: shin, calf, lowerleg, lowleg, tibia (a plain “leg” is also treated as the shin)
  • Foot: foot
  • Upper arm: upperarm, uparm (a plain “arm” is also accepted)
  • Forearm: forearm, lowerarm, lowarm
  • Hand: hand
  • Fingers: index, middle, ring, pinky (also “pink” or “little”), found under the forearm. The thumb and palm bones are left untouched.

Left and right
Use “Left” / “Right”, or a standalone L / R in the name (.L, _R, L_, LThigh). If a bone has no side in its name, the side is worked out from its position in the scene.

Ignored bones
Bones whose names contain any of these words are skipped, so helper and control bones are never picked by mistake: ik, pole, target, twist, roll, helper, toe, end, top, tweak, mch, org, ctrl, control. Twist bones that sit directly on a limb are still driven together with that limb.

If several bones match, the one with the shorter name that sits higher in the hierarchy is used.

Names that don’t match? Open the Bone Mapping panel and pick the bones by hand. Press Auto Detect at any time to run the name search again.

Requirements

  • Blender 5.2.2 or newer
  • An armature whose bone names follow common conventions (see Supported Bone Names above)

$5$4.50

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Details
Blender Extension Compatible Yes
Dev Fund Contributor
Published about 5 hours ago
Blender Version 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL