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

# Weapon Anim Asset

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

<figure><img src="https://3983499731-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxsGuM7QMKoTm8rnHX3cO%2Fuploads%2FfPHGjMKQnp67akcwvJtO%2Fimage.png?alt=media&#x26;token=fa51618d-779e-4d78-8530-60943458bf48" alt="" width="425"><figcaption><p>Example asset from the demo project.</p></figcaption></figure>

## 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](../animation-layers/look-layer "mention").
* **Recoil Data:** recoil data asset reference. For more see [recoil-layer](../animation-layers/recoil-layer "mention").
* **Overlay Pose:** [animsequence](animsequence "mention") 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](../animation-layers/ads-layer "mention"). 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.
