It is possible to do that by using a branched and nested group structure with an animated transform mask for each individual body part.
Here is a simple branched structure that has one ‘limb’ (a multisegment arm) that I played with:
Armature Animation (with free .kra file)
It’s not proper armature animation because there is no inverse kinematics in krita. I’m just simulating an armature with some tedious individual parts animations.
For a body, you’d have a ‘root’ item as a group such as maybe a torso or pelvis, then other limbs/parts would be separate subgroups of that, each with their own branch structure, e.g, a thigh linked to a lower leg linked to a foot and the left thigh would be a subgroup of the pelvis, as would the right thigh and it’s further linkages.
Animating all that would be a pain in the pelvis.
I do have an animation planned using that technique but haven’t got very far with it and am still at the stage of designing individual parts.
Nested and branched animated transform masks are very demanding on CPU power so you may have problems unless your PC is quite powerful.
If you can devise a better or easier way of doing it then please share it.