📗
FPS Animation Framework Legacy
  • 👋Welcome!
  • ⭐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
      • ❔Left Hand IK Always Active
      • ❔Left Hand IK Error
      • ❔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
  • Tools
    • 🟢Validator Tool
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On this page
  • General
  • Ads Layer
  • Sway Layer
  • Weapon Collision
  • Pivoting
  1. Fundamentals
  2. Animation System

Weapon Anim Asset

In this section we will learn about Weapon Anim Asset properties.

PreviousIK Animation SystemNextAnimation Layers

Last updated 1 year ago

Weapon Anim Asset represents settings, unqiue for each item or weapon.

General

  • Rotation Offset: defines the weapon default rotation additive offset. You can use it if the default weapon rotation is misaligned with the viewmodel.

  • Aim Offset Table: aim offset for your character. For more see Look Layer.

  • Recoil Data: recoil data asset reference. For more see Recoil Layer.

  • Overlay Pose: AnimSequence reference, which is used as a default character pose. It's used to set up the IK default transforms, as well as in the animation layers via OnPoseSampled callback.

  • Weapon Bone: defines default weapon position. It's not required if your animation already contains keyframes for WeaponBone or ik_hand_gun game objects. However, if you use a Humanoid character you have to use this property to adjust weapon default transform.

Ads Layer

  • Ads Data: defines blending parameters for the Ads Layer. 0 means that absolute aiming will be used, and 1 - additive aiming. The absolute aiming will completely override the base animation, while the additive will be added on top of it. Make sure to tweak the values to acheive a better effect while aiming.

  • Viewmodel Offset: defines transform offset proeprties for the IK system and IK hands.

Sway Layer

  • Aim Sway Settings: defines the spring data for rotation and translation.

  • Free Aim Settings: defines deadzone or free aiming mechanic settings.

    • Max Value: maximum allowed offset value.

    • Interpolation Speed: smoothing speed.

    • Input Scale: multiplied by the player mouse delta.

  • Move Sway Settings: defines settings for movement weapon sway.

    • Translation/Rotation Scale: global multipliers for translation/rotation.

    • Position/Rotation Spring Settings: spring settings.

    • Translation/Rotation Damping Factor: how fast should it go to zero.

Weapon Collision

  • Block Data

    • Weapon Length: defines the maxmimum length of the barrel.

    • Start Offset: the start forward offset of the ray.

    • Threshold: maximum allowed clipping amount.

    • Rest Pose: this pose will be applied if the threshold is exceeded.

Pivoting

  • Ads Recoil Offset: virtually offsets weapon pivot for Recoil.

  • Ads Sway Offset: virtually offsets weapon pivot for Sway.

These features are only applied when aiming.

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Example asset from the demo project.