# Procedural Animation Setup

## Overview

**Procedural Animation Settings** is a data asset created after the setup:

<figure><img src="/files/85Ta51WQ6g10eevwdkoi" alt="" width="366"><figcaption><p>Animation Modifiers.</p></figcaption></figure>

It has a "**PA\_**" prefix, which stands for procedural animation:

<figure><img src="/files/CtCT3Ryo7v3Eob5z1OkV" alt=""><figcaption></figcaption></figure>

This asset contains all procedural animation features that will be used for this weapon. It's possible to reorder, remove and add new modifiers. To find out more about procedural animation and modifiers, see:

{% content-ref url="/pages/7z0nEhZAykcRa5bO6ygY" %}
[Procedural Animation](/character-animation-system-docs/character-animation-system/procedural-animation.md)
{% endcontent-ref %}

## FPS Animation Modifiers

The order of modifiers plays an important role — it defines how procedural features will be created and updated at runtime.

The general structure of Procedural Animation Settings can be split into 3 parts:

1. Animate IK bones.
2. Apply modifiers (e.g., recoil, sway, ads, etc.).
3. Apply IK to animate character arms and legs, using IK bones as targets.

This setup preserves the original animation pose (e.g., reload animation), and lets modify that pose with procedural features.

### Animating IK Bones

<figure><img src="/files/AToT8djkZaiuJXvME32F" alt="" width="345"><figcaption><p>Copy Bones.</p></figcaption></figure>

[FPS Copy Bones](/character-animation-system-docs/fps-addon/modifiers/fps-copy-bones.md) positions the weapon bone and hands IK targets.&#x20;

[Copy Right and Left Foot IK](/character-animation-system-docs/character-animation-system/animation-modifiers/copy-bone.md) copy position and rotation from right and left foot bones to the respective IK targets for feet.

[Attach Left Hand](/character-animation-system-docs/fps-addon/modifiers/attach-hand.md) is used to apply grip attachments, so the hand is correctly positioned relative to weapon.

### Applying Procedural Features

#### Offsets

<figure><img src="/files/zi6DJOeFIW2KisLPMZXy" alt="" width="342"><figcaption></figcaption></figure>

All theses modifiers serve one purpose - position the weapon and hands.

* **FP Offsets** positions weapon and hands in first-person view.
* **TP Offset** positions weapon and hands in third-person view.
* **TP Rest Offset** is applied when the player is in third-person and not aiming.

{% hint style="info" %}
**Note**: All this modifiers are based on [FPS Copy Bones](/character-animation-system-docs/fps-addon/modifiers/fps-copy-bones.md).
{% endhint %}

It's possible to control the influence of each modifier with **Weight Overrides**:

<figure><img src="/files/zqeowg57OldnHGuCjHGo" alt="" width="419"><figcaption><p>Weight Overrides.</p></figcaption></figure>

This functionality lets activate any animation modifier when needed. In the FPS Addon Demo, it's used to apply different offsets depending on the aiming state and active perspective.

To find out more about **Weight Overrides**, see: [Animation Modifiers](/character-animation-system-docs/character-animation-system/animation-modifiers.md#weight-overrides).

#### FPS Features

<figure><img src="/files/9XcCnFlI2LkKfQEjXh46" alt="" width="344"><figcaption></figcaption></figure>

* [Ads Modifier](/character-animation-system-docs/fps-addon/modifiers/ads-modifier.md) is used to align sights with the camera.
* [Sway Modifier](/character-animation-system-docs/fps-addon/modifiers/sway-modifier.md) applies aiming and movement sway, as well as additive animations (idle and movement).
* [Procedural Recoil](/character-animation-system-docs/fps-addon/recoil-animation.md) applies firing animations.
* [IK Motion](/character-animation-system-docs/fps-addon/modifiers/ik-motions.md) applies dynamic additive animations, which are used for aiming, draw and holster motions.

{% hint style="success" %}
**Tip**: Aiming modifier is applied first, so sway and recoil effects can be applied on top of it.
{% endhint %}

### General Modifiers

<figure><img src="/files/5wuB01D9p26jTTzzqsKS" alt="" width="346"><figcaption></figcaption></figure>

* [**Movement Turns**](/character-animation-system-docs/character-animation-system/animation-modifiers/pivot-modifier.md) adds leaning when moving around.
* [**Look Modifier**](/character-animation-system-docs/character-animation-system/animation-modifiers/look-modifier.md) applies look rotation and turn in place effects.
* [**Step Modifier**](/character-animation-system-docs/character-animation-system/animation-modifiers/step-modifier.md) plays procedural step animations to avoid feet sliding.

### IK Modifiers

<figure><img src="/files/TUcRIDweYaEQ9R0A4l8V" alt="" width="348"><figcaption></figcaption></figure>

The last fetures in almost any Procedural Animation Settings asset is either a pair of [Two Bone IK](/character-animation-system-docs/character-animation-system/animation-modifiers/two-bone-ik.md), or [Full Body IK](/character-animation-system-docs/character-animation-system/animation-modifiers/full-body-ik.md) modifiers.


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