Drop to importA mesh to rig: .glb, .gltf, .fbx or .objA skeleton (.glb, .gltf, .fbx) or a project (.json)
ProkamoProcedural Kinematic Motion
Presets
Starting points to build on, not finished animations
All presets
ProkamoProcedural Kinematic Motion
Share your motion.The stage is yours.
Publish to the community
Shared in the Library for anyone to open and build on
In the Library
Capturing the preview…
ProkamoProcedural Kinematic Motion
Pick a frame.Bring your own.
Skeleton
Every layer poses the active character:
Humanoids export on the UE5 Mannequin skeleton; creatures export on their own skeleton.
ProkamoProcedural Kinematic Motion
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ProkamoProcedural Kinematic Motion
Help & shortcuts
How Prokamo works, and every key it answers to
The basics
Getting started
An animation is a stack of layers. Each one poses the bones on top of everything above it, so order matters.
LocomotionWeightHead look-at
Read it top to bottom: Locomotion walks, Weight sells each step, Head look-at turns the head last. Drag a layer to change the order, and the result changes with it.
+ Add layer
At the foot of the stack, or the + between two layers to slot one in right there.
Layers from a save
In the same menu: brings in every layer of a saved project at that spot.
Name · tags
Name it in the top bar and add up to three tags (Enter or a comma adds one, × or Backspace removes it). They're saved with the project, name the saved file and the exported clip, and a preset fills them in.
Tabs
Up to 16 animations in one project, one per tab above the stack.
Tools under the stack
The layer bar
The bar rides right under your last layer and holds the tools that work on the stack as a whole.
Hover any of them for its name and shortcut. A grayed-out tool has nothing to work on yet, like Redo before an Undo.
Add layer
A layer under the selection, or at the end. Shift+A
Undo · Redo
Ctrl+Z and Ctrl+Shift+Z.
History
The last 20 steps: click one to go straight back to it.
Group
One Weight, Mute and Solo for the selected layers. Ctrl+G
Flatten
Bakes the stack into one Take that plays at full speed.
Mask
Keeps the selected layers to the body parts you pick.
Collapse · Expand
Folds every card, so the whole stack fits. Once they are folded, the same button unfolds them all.
Clear
Empties the stack. Undo brings it back.
Most tools act on the selection.
Click
A layer's header picks that layer alone.
Ctrl+click
Adds a layer to the selection, or drops it.
Shift+click
Adds every layer between it and the last one picked.
Ctrl+CCtrl+V
Copy the selected layers and paste them in another tab, or another window. Ctrl+X cuts.
Narrow panel?Group, Flatten, Mask and Collapse fold into the … button at the end of the bar.
Many layers, one set of controls
Groups
A group puts one Weight, one Mute and one Solo over every layer in it.
Wave50%Animation clip100%Noise60%
Weights multiply: Noise plays at 60% of 50%, so 30%. Key the group's Weight to fade the whole move in and out over a walk.
Ctrl+G
Groups the selected layers where the top one sat. Groups in the selection merge into the new one.
Drag in · out
Drop a layer under a group's header, or between its layers, to join it. Drag it elsewhere to leave. Drag the header to move the whole group.
Mute
Silences every layer inside, even a soloed one.
Solo
On the group: all its layers play. On one layer inside: its neighbors go quiet.
… menu
Duplicate copies the group with its layers. Ungroup keeps the layers. Remove takes them with it.
One level deepGroups don't nest: a group dropped into another lands right after it. A folded group takes no drops, so open it first.
A group has no mask of its own: Mask on a group masks every layer inside. Copy a group and it pastes with its layers.
Bake it, keep it
Flatten and Takes
Flatten bakes layers into one Take: a pose for every frame, so it plays at full speed and stays exactly the way you liked it.
LocomotionWeightRagdollselected
Noise
TakeNoise
Select Ragdoll and Flatten: everything from the top down through it becomes one Take. Noise, below, keeps working live on the Take's result.
SpeedA heavy stack (Ragdoll, Weight, Physics) plays in real time.
Keep the takeA random or simulated result stays exactly the one you liked.
Build on itLayers below the Take keep working live.
What bakes
The top of the stack down through the lowest selected layer. Nothing selected: the whole stack. A group always goes in whole.
What stays
Gear and props stay live, where they are. Muted layers bake silent and come back muted.
The Take
A layer like any other: a Weight you can key, Mute, Solo, a Mask, a place in a group. Its card shows the frames, fps and bones; From N layers lists what's inside.
Unflatten
On the Take's card or its … menu: every layer comes back in its place, with the Take's group, mute, solo, mask and weight. Nothing is lost.
Flatten down to here
In any layer's … menu: flattens through that layer.
In stepA Take hands down how far it walked, so Foot lock, Hand IK and the look-ats below it keep following. What it can't pass on is the timing of each step: flatten a walk together with layers that move in step with its feet, like Weight and Arms.
Baked for this clipA Take keeps the fps, length and loop it was baked with, on this character's bones. Changed them? Unflatten and Flatten again. Its card warns when the clip's length or fps no longer fit.
Flatten again over a Take and more layers: they fold into one Take, never a Take in a Take. Community downloads arrive as one Take, so Unflatten one to see how it's made. Ctrl+Z undoes a Flatten.
Only these parts
Body mask
A mask keeps a layer to the body parts you pick. Every other bone keeps the pose from the layers above, exactly.
A wave clip masked to Arm R, under a walk: the arm waves, and the rest of the body keeps walking.
1 Select layers2 Mask3 Pick parts
Root & hipsSpineHead & neckArm LArm RLeg LLeg R
The parts on Manny. Creatures list their own: Front leg L, Hind leg R, Tail, Wing L, Jaw and so on.
Which bones
A bone goes with the part its chain starts in: fingers and twist bones ride with their limb; the root, pelvis and IK bones with Root & hips.
Whole body · Invert
Quick picks in the popover. Every part on, or none, means no mask at all.
The chip
A masked layer's header shows how many parts it moves. Hover for the list; click to change it.
Several at once
Select several layers, or a group, and they all get the same mask.
Root & hipsThe root carries a layer's root motion, and the pelvis its hip sway. Leave the part off and the layer moves neither.
All or nothingA part is on or off. For a softer mix, lower the layer's Weight; an Animation clip also has a weight per body part.
Flattening keeps a mask's effect in the Take, and a masked Take stays its own Take when you flatten over it.
Animate any value
Keys and curves
Every value has a key diamond at its right. One look tells you its story:
HollowNot animated
OutlinedKeyed elsewhere
FilledA key at the playhead
I
Keys the value under the pointer at the playhead. Clicking its diamond does the same.
Alt+I
Removes that key, as does clicking a filled diamond. Change a keyed value and it keys itself.
Key strip
Under every keyed value: click a key to jump to it, drag to move it, double-click to add one, right-click to delete. Its curve icon switches between smooth and linear (the tooltip says which).
Curves
The graph editor for every keyed value: tangents, weighted handles, copy and paste. Double-click a key in a strip, or Alt+click a diamond, to open it right there.
TipWith Loop on, curves wrap: the last key flows right back into the first.
No pops at the seam
Looping
With Loop and Seamless on, a clip of any length loops without a pop.
start3 whole cyclesend = start
Every periodic layer (gait, breathing, sway, look-at, noise, pulses, repeats) snaps to a whole number of cycles of the clip. The line under the transport says what was adjusted.
Locomotion
Adjusts its speed or stride to fit. Fit clip duration on its layer keeps the exact speed and changes the length instead.
Heads upKeying a rate (breaths per minute, sway period, speed) while Seamless is on makes the cycle count jump mid-clip. The line under the transport warns you when it does.
Which way is plus
Angles and units
Pitch +leans forward
Yaw +turns right
Roll +tilts right
1 mis 100 Unreal units
Shift drag
Fine steps while you drag a value.
Ctrl drag
Snaps it.
Click a value
Type it in. Distances are in meters.
Play what you already have
Animation clips
The Animation clip layer plays an existing animation: a bundled clip, or one you import (.glb or .fbx).
Bones carry over as world-space changes from the clip's rest pose, so it works on any Manny export.
OverrideReplaces the pose below it, by its weight.
AdditiveStacks on top of it, say on a walk.
In · out · speed
Trim the range and set the pace.
Loop · hold · ping-pong
What it does when it reaches the end.
Loop crossfade
Blends the clip's tail into its head, so a one-shot loops cleanly.
Body parts · limb locks
A weight per body part, and four limb locks that hold a foot or hand at its clip-start or bind pose. Every value can be keyed.
Something in hand
Attached props
The Attached prop layer puts a mesh on any bone.
HandgunHatchetDaggerBoxYour .glb, in meters
The three built-ins are real sizes and share one grip: along Z through the fist, the origin at the center, X forward. One hand socket fits all three.
Its values
Unreal's socket transform: location in cm (X forward, Y right, Z up), rotation as pitch, yaw and roll.
Copy for Unreal
Tune it while the animation plays, then press Location, Rotation or Scale to copy text you can paste onto the socket in Unreal's Skeleton editor. All copies the whole transform.
XYZ
The axes helper uses Unreal's colors.
Good to knowProps are for the preview: they aren't exported.
Build your own motion
Node graph
The Node graph layer opens a node editor, like a Blueprint: build a motion from inputs, math, generators, vectors and effects.
Timeinput
Wavegenerator
Rotate boneeffect
Inputs without a link are typed straight into the node, and the viewport follows every edit.
Add a node
Drag one in from the list, or right-click the canvas.
Link
Drag from a socket to another of the same type. Each type has its own color; the legend is in the editor's status bar.
Move around
Right-drag pans, the wheel zooms. Drag on empty space to box-select, Shift+click to add to it.
Effects
Rotate bone, Move bone, Look at, Limb IK, Rotate chain, Chain wave, Foot IK and Signal pose the rig top to bottom. Bone, chain and leg lists show what the loaded skeleton has, so one graph works on Manny and on a creature.
Gait nodes
Under a Gait layer, Gait, Leg and Body size give the cycle, each foot and the animal's size (the Tail and nod preset shows them).
Parameter
Becomes a keyable value on the layer.
Expression
Takes any formula from the Expressions layer, with a, b and c as inputs.
Notes
Comment drops a sticky note, Ctrl+G wraps the selection in a group, and double-clicking a node's title adds a note to it.
Your mesh, rigged
Rig
Import a .glb, .fbx or .obj standing in an A or T pose, set its height and facing, then drag the landmark handles onto its joints.
The Rig workspace walks you through it, one step at a time.
Humanoid
Every Manny bone is solved from the handles, keeping Manny's bone axes, so existing animations fit. Export skinned mesh writes it for Unreal, imported with Skeleton = SK_Mannequin.
Rig as
Two-legged, Quadruped, Hexapod, Octopod or Legless builds a skeleton to the creature's own shape.
Stance
Two-legged only, in Fit: Auto, Upright or Animal decides whether it walks like a person or like an animal (more under Creatures).
Parts
Drag legs, arms, a tail, ears, wings, eyes, a jaw or a plain chain onto the mesh where they join the body. Spine, neck and tail bone counts are yours to set; Auto-fit reads the joints from the mesh, Template places them at its size.
Bind
Computes the skin weights and makes the character active, so every layer and preset plays on it.
Brush
Smooths, adds or subtracts weights (Alt+click picks a bone). Show weights colors one bone's hold.
Islands
Give a separate piece of the mesh, such as an eyeball, wholly to one bone (Shift+click gathers several pieces).
Good to knowWeights are a first pass to refine in Unreal. A character rigged elsewhere can be painted too: with it active, the Skin step offers to paint its own weights, and in Unreal it imports with Skeleton = None.
Two legs to eight
Creatures
Skeleton… in the menu has stand-ins with their own skeletons, and the Rig workspace rigs your own creature from parts.
CheetahRaptorAntAngler fish
Gaitwalktrotpacecantergallopboundtripodwave
On two to eight legs, with the feet solved onto the ground.
Flap
Beats the wings and folds them on the upstroke.
Swim
Sends a wave down the body and out the tail.
Eyes look-at
Darts around, or follows the Head look-at.
Jaw
Holds open, chews or talks.
And more
Creature idle and a creature Foot lock; Breathing, Head look, Noise, Impulse, Physics, Pose, Expressions, Chain IK, Stabilize and the Node graph work too. Layers written for the Mannequin say so on the layer.
Mammal legshang below the hip
Insect legsthe knee arches above the hip
Rig > Fit > Legs shows how each pair reads and changes it. Legs that sprawl like a crocodile's (the thigh near level, out to the side) get a line in the viewport info saying how they're read.
Stack orderPut layers that move the body above the Gait, which plants the feet last. Put Physics (a tail) and Stabilize (a steady head) below it.
Two legs? The spine decides how it walks.
Uprightthe chest within 40° of straight above the pelvis
Level backthe spine runs forward, like a raptor's
Stance
In Rig > Fit, for two-legged creatures: Auto reads it from the shape, Upright and Animal set it. The line under it, and the viewport info, say what it came to.
Upright
Also gets the human layers: Locomotion (walk, run, sneak, march), Jump, Stance, Idle, Foot lock, Gesture and Hand IK, sized to its legs. Gait still gives the animal gaits.
Level back
Gait's animal gaits. Set Stance to Upright to walk it like a person anyway.
Animal
Gait's animal gaits whatever its shape: it's never made to walk like a person.
On its toesA negative Heel strike lands on the ball of the foot, for a character that walks on its toes.
A creature's clip exports on its own skeleton. The presets tagged creature are worked examples.
Hats, clothes, armor
Gear
Fit gear to any rigged humanoid or creature. It takes its weights from the body under it, so it follows every animation.
1 Import2 Fit to body3 Weights4 Export
With a character active, Fit gear to <name>… in the Rig tab opens the Fit gear page.
Import gear…
A .glb, .fbx or .obj. Export the body with it, as it sits in your scene: the gear lands where the character was rigged, and the body is left out.
Move · Turn · Scale
It slides onto the skin, and the gizmo moves, turns or scales it. Fit to body settles it again, keeping your turn and size. Allow scaling is for gear made at another scale; See-through body shows what's underneath.
Copy weights from body
Takes the weights from the skin under it. Smooth softens them; Rigid makes it follow one bone, for hats, helmets and glasses.
Try it on
Plays the animation, so you see it move before you keep it.
Add to Gear layer
Wears it in a Gear layer, kept in this browser. Download .glb gives you the gear alone on the character's full skeleton; Send to Unreal puts it in the open editor, and a piece sent before updates in place.
Flicker?Gear made from the skin's own faces lies right on it and flickers where they meet: raise Lift off skin a millimeter or two.
Gear layerWhat the character wears: tick a piece to show or hide it, take it off, or Add gear… from a .glb skinned to this skeleton. It poses nothing, so it can sit anywhere in the stack.
Kept in this browserEvery piece you've made: Wear it again, or Forget its copy here. The .glb you exported isn't touched.
Export > Gear
Sends every piece at once, or just the worn ones, onto the character's Skeleton picked under Unreal.
Wear selected gear
In Unreal's Prokamo panel (Characters tab): select the gear in the Content Browser and the characters in the level. Each piece goes on the body that shares its Skeleton and follows its pose. Undo takes it off.
No bridge? In Unreal, import the .glb with the character's Skeleton picked, and every animation of that character plays it.
Prokamo Bridge
Unreal Engine
The free Prokamo Bridge plugin connects this page to the open editor, both ways.
Prokamoin your browser
animations, characters, gear
meshes, animations to edit
Unreal 5.8Window > Prokamo
Get it on Fab, where new versions come as updates, or as a zip from Settings > Unreal. Every step is in the Bridge guide.
Send to Unreal
With the editor open, Export says Unreal 5.8 · YourProject. Tick every animation tab to send them at once, each its own asset, onto the Skeleton picked under Unreal; each row's Root motion chip says whether the root carries the travel. With a character selected in Sequencer, it lands on it at the playhead. The Character tab (and the Rig workspace's last step) sends a rigged character; the Gear tab sends gear, and Wear selected gear in the Prokamo panel puts it on characters in the level.
Send to Prokamo
In Unreal, right-click a Skeletal Mesh, Animation Sequence or Static Mesh > Send to Prokamo. A From Unreal card here offers Load character, Add as clip, Rig it or Add as prop.
Live Link Pro
Turn on Settings > Unreal > Stream to Unreal, then Preview on selected in the Prokamo panel: the characters selected in the level play this animation as you edit it.
Sequencer link Pro
Select a character's Animation section in Sequencer and press Link selected section. It opens here as the base clip and Sequencer's playhead drives it. Actors picked with Use selected as targets become the Unreal target of Hand IK, the look-ats, Foot lock and Chain IK, even as Sequencer moves them. Bake into section keeps the result.
Live editing Pro
Right-click an Animation Sequence > Connect to Prokamo (live), and each edit here goes into it while you Play in Editor. The original is kept as <name>_BeforeProkamo.
Control Rig Pro
Export > Control Rig builds an animator's rig for a creature in the open editor (with Unreal's Python Editor Script Plugin on).
PrivateNothing goes through the internet: the browser talks to the editor on your own machine, on the port in Settings > Unreal. Each animation sent counts as an export.
No plugin? Download .glb and drag it into the Content Browser. For Manny's animations, set Skeleton = SK_Mannequin in the import dialog and tick Import Only Animations to leave the proxy mesh out.
Every key it answers to
Keyboard shortcuts
Shortcuts never act while you type in a field or while a dialog is open. On a Mac, Cmd stands in for Ctrl.
Playback and time
Space
Play or pause
JKL
Play backward, pause, play forward
←→
Previous or next frame; with Shift, 10 frames
↑↓
Next or previous key; ] and [ do the same
HomeEnd
Go to the start or the end
EnterF2
On the timecode: type a frame
Layers and keys
Shift+A
Add layer
IAlt+I
Key or unkey the value under the pointer
MS
Mute or solo the focused layer
DeleteF2
Remove or rename the focused layer
↑↓←→
In the stack: move between layers, fold and unfold
Ctrl+ACtrl+G
Select all layers, group the selected ones
Ctrl+CCtrl+XCtrl+V
Copy, cut and paste layers
Ctrl+ZCtrl+Y
Undo and redo; Ctrl+Shift+Z redoes too
ShiftCtrl
While dragging a value: fine steps, snap
Alt
Held over a setting, node or rig control: what it does
Files, workspaces and view
Ctrl+SCtrl+O
Save the project, open a project
Ctrl+E
Export
Alt+1Alt+2Alt+3
Layers, Rig, AI
Ctrl+,
Settings
Ctrl+\
Hide or show the side panel
F
Frame the character
Shift+S
Silhouette
?
Help and shortcuts
Esc
Close the top dialog, menu or palette (in a search, clear it first)
Dope sheet
Click, Shift+click, Ctrl+click
Select a key, add to the selection, toggle one (a summary row's mark is every key at that frame)
Drag on empty space
Select the keys in a box
Drag a selected key
Retime the selection, in whole frames
←→
Nudge the selection a frame (Shift: 10); with none selected, step the playhead
Ctrl+C / X / V
Copy, cut, paste at the playhead onto the same settings
Ctrl+A, Delete
Select every key, delete the selection
Double-click a row
Key it at that frame (a summary row keys every setting under it)
Retime, then double-click
Drop a retime handle at that frame (double-click or right-click a handle to take it away)
Drag a retime handle
Stretch the time on one side of it and squeeze the other, up to the next handles or the clip's ends (the selected keys, or every key)
Right-click the canvas or drag a node in from the list.Tap + or drag a node in from the list. Or begin with a recipe:
↑↓ moveEnter addEsc close
FloatVectorBool
Graph opacity
Graph shortcuts
Shift+A
Add a node at the pointer (or right-click the canvas)
Drag a socket
Link; let go on empty canvas to add a linked node
Drag an input
Pick its link up; let go on empty canvas to remove it
Right-drag
Pan (middle-drag too)
Wheel
Zoom at the pointer
Drag
Box select; Shift adds, Shift+click toggles
F
Frame the selection
Home
Frame all
Ctrl+A
Select all
Ctrl+D
Duplicate
Ctrl+C/Ctrl+V
Copy / paste, here or in another graph
Ctrl+X
Cut
Delete
Remove the selection
Ctrl+G
Group the selected nodes
Ctrl+Z/Ctrl+Y
Undo / redo
Esc
Cancel a drag; close the palette or a menu, then the graph
Double-click
On a node's title, add a note; on a group's title, rename it; on the toolbar, maximize
Drag a number
Change it (Shift finer, Ctrl snaps); click it to type
Drag the toolbar
Move the window, while it floats
Alt
Hold over a node for its help
Replace current session?
ProkamoProcedural Kinematic Motion
Rig anything.Control something.
Control Rig script savedPro
In Unreal Engine 5.8, turn on Edit > Plugins > Python Editor Script Plugin (restart once).
Select the character's Skeletal Mesh in the Content Browser.
Tools > Execute Python Script, and pick the file. The rig appears next to the mesh.
Takes a moment.
Keep the graph closed. A Control Rig's graph left open in Unreal makes the editor hitch. Close the graph view unless you are editing the rig itself; animating in Sequencer does not need it.
ProkamoProcedural Kinematic Motion
Export something.Export everything.
Export
Looking for Unreal…
Character
Manny ships with Unreal
Unreal has him as SKM_Manny, so there is nothing to export. His animations go onto SK_Mannequin.
Control Rig
No Control Rig to make
Each piece is a .glb on its character's skeleton. Send to Unreal puts it on the Skeleton picked under Unreal (Prokamo Bridge 1.2); then Wear selected gear in the Prokamo panel's Characters tab dresses the characters selected in the level. A download imports in Unreal with that Skeleton picked.
Unreal
Send to Unreal imports straight into your editor with the free Prokamo Bridge plugin.