Character
Add your character to the scene, right-click on it and select “KINEMATION/Setup CAS”:
Note: It will only show up if the demo content is installed.
1. Skeleton Type
Select the type of your character model skeleton: CAS supports most popular model types:- Unreal Mannequin (UE4&UE5).
- Mixamo
- Character Creator (CC4, CC5)
- Synty
2. Animations
Next, we need to pick Animation Clips for our character: Base Pose is your character standing idle animation. CAS uses it to compute additive motion in runtime. Overlay Pose is your weapon idle animation. Overlay Controller reference can be left empty, we will add it in the next pages.3. Bones
Finally, we need to assign bone references, so CAS can create Procedural Animation Modifiers: By default, this window will prompt you to select a Weapon Bone - a special bone in the character skeleton that contains weapon movement. If your model doesn’t have such a bone, you can skip this step and apply the preset. Once all bones are assigned, you can press the “Apply Preset” button. If something is missing, you will see a warning what bones should be assigned manually:4. Assign Animator
If your character is Generic, you will need to assign an Animator Controller:Tip: Ensure that the selected animations and Animator are compatible with your skeleton! Generics will only work with Generic animations, and Humanoids - with Humanoid clips.
