> For the complete documentation index, see [llms.txt](https://kinemation.gitbook.io/fps-animation-framework/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kinemation.gitbook.io/fps-animation-framework/tutorial/getting-started/camera-setup.md).

# Camera setup

Create an empty Game Object FPCameraSocket and CameraHolder. Then, parent your camera to the CamerHolder:

<figure><img src="/files/RT7o8aIEspcW3bl1qdR4" alt="" width="204"><figcaption></figcaption></figure>

**FPCameraSocket** will only be used to define the camera default position. This is useful, if you want to use procedural aiming for third-person view too.

**CameraHolder** is simply a camera parent object, which will be used for free aiming mechanic.

Now we need to add an **FPSCamera** script to the Camera. This script will procedurally apply camera animations and FOV changes:

<figure><img src="/files/vInsDL2NhFo5m4Anv5XG" alt="" width="365"><figcaption></figcaption></figure>

**Camera Data** is a Scriptable Object, which defines FOV levels and smoothing:

<figure><img src="/files/1TJ82SwUVgsyiS4Fi04r" alt="" width="356"><figcaption></figcaption></figure>

* **Base FOV** defines default field of view.
* **Aim FOV** defines aiming field of view.
* **Fov Curve** defines how the FOV will change.
* **Aim Speed** defines FOV change speed.
* **Extra Smoothing** defines additional smoohing speed, applied on top of the Fov Curve. Note: if set to zero no smoothing is applied.

The camera setup is complete, and we can now move to the animation layers setup.
