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description: In this section you will learn how to set up your animations
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# Weapon Animation

Weapons are animated locally in the framework - this includes only weapon parts, such as magazine, trigger, release handle, etc.

The actual weapon root movement is handled by the Weapon Bone object.

## Step 1 - Import weapon animations

This step is similar to the character animation import, but we will need to make some changes to the animation clip.

First off, you need to remove the animator for the weapon root bone, so only weapon parts are animated:

<figure><img src="broken-reference" alt="" width="311"><figcaption><p>Make sure that the Root bone is not animated!</p></figcaption></figure>

## Step 2 - Add an Animator to your weapon

You can use the demo WeaponAnimator as a base for the OverrideAnimatorController:

<figure><img src="broken-reference" alt="" width="295"><figcaption></figcaption></figure>

Then, just call the **`animator.Play("Reload")`** - to play a reload animation on the weapon parts. The framework does not have any restrictions regarding weapon animation, so you can just use the Unity built-in Animator.
