> For the complete documentation index, see [llms.txt](https://kinemation.gitbook.io/scriptable-animation-system/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/scriptable-animation-system/troubleshooting/weapon-is-not-moving.md).

# Weapon is not moving

## Reason

If animations like idle, movement, equip and unequip are not playing, this is usually a sign of the [Additive Layer](/scriptable-animation-system/fundamentals/animator-layers/additive-layer.md) problem. There could be two potential issues:

1. Additive Layer is not added or set up properly.
2. Curve animations are not added or they use a different skeleton hierarchy.

## Solution

First, it is important to check if Additive Layer is adjusted properly:

<figure><img src="/files/4gXrZodoft5z7OYBxhSg" alt="" width="413"><figcaption><p>General settings.</p></figcaption></figure>

If the issue still occurs, then it means the issue is with curve animations. These animations are usually located in the animator controller as a separate layer:

<figure><img src="/files/kpL0sAeDHG8b67G0hVQA" alt="" width="542"><figcaption><p>Animator Controller setup.</p></figcaption></figure>

where the curve mask only includes the **Weapon Bone Additive**:

<figure><img src="/files/gJ2DqNp6aoiUBQQXcjGZ" alt="" width="435"><figcaption><p>This bone should be manually added to the mask.</p></figcaption></figure>

To add a **Weapon Bone Additive** to a custom Avatar Mask, make sure to visit the [Tools](/scriptable-animation-system/fundamentals/tools.md) page.

Finally, it is important to check the actual curve animation bone paths:

<figure><img src="/files/KMWst8zz1HyKt9IoLw50" alt="" width="290"><figcaption><p>Default bone path.</p></figcaption></figure>

If the path in the image above does not match a character skeleton, the animation will not be played. To solve this problem, follow these steps:

1. Duplicate the curve animation.
2. Copy WeaponBoneAdditive curves from the original to the target animation [Tools](/scriptable-animation-system/fundamentals/tools.md).
3. Assign the animation in the animator controller.
