Still work in progress, but you are welcome to download and test. Only magic animations are included, I recommend Hovering Idle and Combat Animations for cold weapon animations. Be sure to notify me if you see some body parts go missing or strange positions, I might have forgotten to set up initial keyframes.
Got a few people complainting that all npcs are affected. I thought everyone knew how this works. This is the default, and normal behavior of any pure animation mod because every human race use the same animation path and animation files alone can't do anything about that. If you don't want this happening, use a custom race and then either redirect the animation directory of all other human races to somewhere else(something PCEA does), or redirect the animation directory of this custom race(you'll have to edit the race plugin with CK).
You'll be hearing footstep sound in magic out state, which is inappropriate for hovering animations. There is not much I can do on the animation side. I guess the only general way to get rid of that is to edit behavior files, something I don't want to touch for an animation mod. If your character is not wearing boots and its race uses vanilla mesh path, activate SilentFootsteps.esp from the archive, use help _SilentFootstepsFeet to find a 'barefoot' boots armor and equip it. Otherwise you have to do something by yourself. Here are the instructions:
For Boots:
1. Open Creation Kit
2. Load the plugin where the boots you want to modify reside
3. Goto SpecialEffect->ImpactDataSet in the Object Window
4. Right click the empty space in the list
5. Click New, enter whatever you want in ID, say EmptyImpactSet, click OK
6. Goto SpecialEffect->Footstep
7. Double click DefaultFootJumpDown
8. Change ID to something else, say EmptyFootJumpDown, change ImpactSet to EmptyImpactSet, click OK, select Yes when asked whether to create a new object
9. Repeat this for DefaultFootJumpUp,DefaultFootWalkLFootstep,DefaultFootWalkRFootstep,DefaultFootSprintLFootstep,DefaultFootSprintRFootstep,FSTScuffLFootstep,FSTScuffRFootstep
10. Goto SpecialEffect->Footstep Set
11. Double click DefaultFootstepSet
12. Right click the empty space in the lower list, select new, choose one of footsteps just added
13. Repeat 12 until every type shown in the Footsteps list at the beginning has been added
14. Delet original footsteps from the list
15. Repeat 12~14 for all Movement States, change ID to EmptyFootstepSet->OK->yes
16. Goto Items->Armor in the Object Window
17. Use filter to find the boots you want to modify and double click it
18. You'll see a window poped up. Double click the armor addon in the Models list
19. Change the footstep to EmptyFootstepSet, click ok
20. Save file, run game
For naked feet with custom mesh path:
1. Load SilentFootsteps.esp in CK
2. Double click _SilentFootstepFeetAA in Items->ArmorAddon
3. Change Biped Model to the correct feet mesh file
4. Save
I've also converted a few boots to silent mode in SilentFootsteps.esp for you, use help _SilentFootstepsBoots to find them