⏭️After Setup

This page explains the assets generated by the setup.

Overview

After applying the preset, you’ll see these ScriptableObjects and prefabs created in the current folder:

Assets after the setup.

Character Animation Settings

CAS_SK_Kinemation_Mannequin_Humanoid

This is the main CAS data asset. It defines which Overlay and Procedural Animation settings to use:

Character Animation Settings.

Blend Time configures how blending should work, including blend in/out time in seconds and easing type.

Base Pose is the character's standing idle animation.

Overlay Pose is a character pose that represents the current gameplay state. It can be a weapon, item or a character's state (e.g., injured or unarmed).

The Overlay Animator serves the same role as an Overlay Pose. The only difference is that it is a separate Animator Controller with state machines and blend trees.

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Tip: Keep the character model separate from the main prefab. For example, a pistol overlay can consist of these states:

  • Idle Aim

  • Idle Rest

  • Tactical sprint (holding it with the right hand).

All these states have different blending curve values, so we can put them into a separate Overlay Controller, and CAS will handle the rest.

Procedural Settings

This data asset contains procedural animation modifiers that will be enabled for this character:

Procedural Animation Settings example.

Character Prefab is a reference to the main player prefab. It is used by animation modifiers to link your gameplay logic with the animation system.

Animation Modifiers are displayed as items in a single list. The order is important, as it defines the way modifiers will be applied at runtime. To learn more about modifiers and their use-cases, check out this page:

πŸ”ΈAnimation Modifierschevron-right

Character Skeleton Prefab

This prefab works as a variant of your character model. It is recommended to keep character model separated from the main prefab to ensure the skeleton data is always up-to-date.

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CAS relies on Character Skeleton component to get the information about character bones. It’s added to the top bone in the hierarchy (root, armature, skeleton):

Skeleton component.
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All main CAS components are attached to it:

CAS components.

Character Animation Component

CAS component.

This is a central component in CAS, which is responsible for:

  • Updating current Character Animation Settings.

  • Controlling Layered Blending and Procedural Animation components.

  • Playing animations from code.

  • Full-body pose blending.

To find out more, please visit:

πŸ”ΈCharacter Animation Componentchevron-right

Procedural Animation Component

Procedural Animation component.

It's responsible for creating, managing and disposing animation modifiers at runtime. To learn how to work with procedural animation, see:

πŸ”ΈProcedural Animationchevron-right

Layered Blending

Layered Blending component.

This component generates animation pose at runtime, by blending Overlays (character poses, like holding a torch) with the Animator output (main Animator Controller).

Layered Blends define what parts of the body will be blended, and what parameters will drive that blending:

Layered Blend and curve properties

These parameters are public float values animated by clips at runtime. Here's how it works:

  • In the editor: Properties are added to the Animation Clip using Curve Property Editor.

  • At runtime:

    • Animation Clips update their curve values.

    • Layered Blending Component uses those values for blending.

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To learn more about this system, check out this page:

πŸ”ΈLayered Blendingchevron-right

Player Controller Prefab

This prefab includes the Skeleton prefab, and the Character Example Controller:

Character prefab.

This component is an example controller script, which handles:

  • Movement.

  • Actions and inputs.

  • Props (items like torch, axe, barrel and gun).

To find our more about example scripts, check out this page:

πŸ”ΉExample Contentchevron-right

The next page explains how to work with animations in CAS.

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