Overview
The Character Animation Component is the central MonoBehaviour in CAS. It handles:- Layered Blending and Procedural Animation updates.
- Pose blending.
- Animation Slots to play clips at runtime.

Character Animation Component.
Character Animation Settings

Character Animation Settings.
- Blend Time — Ease Mode sets the interpolation; Blend In/Out Time sets the seconds to blend in/out.
- Base Pose — the standing idle animation.
- Overlay Pose — the weapon/item clip. Always assign this; Layered Blending depends on it.
- Overlay Animator — assign an Animator Controller for complex overlay logic (states, transitions, blend trees).
- Procedural Settings — Animation Modifiers that dynamically animate bones.
Tip: This asset can serve as a profile or a preset for a weapon, item or a gameplay situation. It’s recommended to create CAS assets for different scenarios and update them at runtime.
CharacterAnimationComponent.cs
ExampleComponent.cs
Pose Blending
The component supports on-demand pose blending:CharacterAnimationComponent.cs
The next page explains how to use Animation Slots and play clips from code.