A Fully Procedural Flying Worm for Blender
Nekura is an organic creature entirely driven by Geometry Nodes designed to make creature animation fast, flexible, and procedural, without requiring a rig or complex setup workflows.
Usage Example
See Nekura used in a finished cinematic scene.
Fast Real-Time Workflow
The entire movement system is driven by a simple controller object. Start playback and move it through space to create an animation in just a few seconds.

Precise Curve-Based Workflow
This workflow requires slightly more setup but provides a much higher level of precision and predictability over Nekura’s movement. Instead of manually animating the Head_Controller in 3D space, the controller is constrained to a curve, allowing the worm to follow a predefined path with much greater control.

Animation mode
Animation mode lets you create any animation in real time, even on relatively modest hardware, while also giving you the tools needed to understand what the final render will look like.
Procedural Eye System
Manage a fully procedural system for spawning animated eyes on the worm’s surface using a few simple parameters.

Procedural Spike Paths
Enjoy an intelligent system for the procedural appearance and disappearance of fully customizable spike paths, which automatically avoid any existing eyes on the surface.

Two ready-to-use materials
Cycles material designed for more realistic renders
EEVEE material optimized for performance
