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FPS Animation Framework Legacy
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  • ⭐Introduction
  • Tutorial
    • 🌟Getting started
      • 🏃‍♂️Character setup
      • 📷Camera setup
      • 🔶Layers setup
      • 🔷Controller setup
      • 🔫Weapon setup
    • 💻Integration
      • 🏃‍♂️Character
      • 🔫Weapon
      • 🔸Layers and animator
    • 🔥Animation Workflow
      • 🦿IK Rig
      • 🔧Character Animation
      • 🔧Weapon Animation
    • ❗Troubleshooting
      • ❔Issue with IK, Left Hand, ADS
      • ❔Broken Character Pose
      • ❔Spinning Character
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      • ❔Transform NaN Error
  • Fundamentals
    • 🦾Animation System
      • 🔹Playables Sub-System
      • 🔹Curve-blending
      • 🔸AnimSequence
      • 🔸Weapon Bone
      • 🔸IK Animation System
      • 🔸Weapon Anim Asset
    • 🔶Animation Layers
      • Ads Layer
      • Left Hand IK Layer
      • Right Hand IK Layer
      • Locomotion Layer
      • Look Layer
      • Recoil Layer
      • Sway Layer
      • Leg IK
      • Weapon Collision
      • Slot Layer
      • Pose Blending
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  1. Fundamentals
  2. Animation Layers

Ads Layer

PreviousAnimation LayersNextLeft Hand IK Layer

Last updated 1 year ago

Basics

This layer procedurally aligns sights with the Aim Target - this can be your first-person camera or camera socket.

  • Ads Ease Mode - defines the interpolation method for aiming.

  • Point Aim Ease Mode - defines the interpolation method for point aiming.

  • Aim Target - bone, which will be used for aligning the sights. You can specify your camera here or a camera socket.

  • Crouch Pose - location and rotation offset, which will be applied when crouching.

  • Crouch Pose Curve - animator float parameter, which will control the Crouch Pose weight.

public void SetAdsAlpha(float weight)
public void SetPointAlpha(float weight)
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