> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# 🗒️FPS Setup

> This page explains on how to set up the FPS add-on.

<Warning>
  **Tip:** If you’re new to CAS, use the **KINEMATION/Shared/Character** humanoid model.
</Warning>

## Character

Add your character to the scene, right-click on it and select "KINEMATION/Setup CAS":

<img src="https://mintcdn.com/kinemation/nSDKyNrRREbGib1F/images/cas/97d102a81fa379e057cb.png?fit=max&auto=format&n=nSDKyNrRREbGib1F&q=85&s=7da92071382efea421bc90f6218eaa0c" alt="" width={417} data-path="images/cas/97d102a81fa379e057cb.png" />

Select the **FPS** preset:

<Frame caption={"FPS preset."}>
  <img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/5ff67536e14510348912.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=6938439f2af0b2d3325f954a1949266c" alt="" width={458} data-path="images/cas/5ff67536e14510348912.png" />
</Frame>

<Info>
  **Note**: It will only show up if the demo content is installed.
</Info>

Then, follow the setup steps:

<Frame caption={"FPS Preset."}>
  <img src="https://mintcdn.com/kinemation/nSDKyNrRREbGib1F/images/cas/68a81b65be2f8f82494f.png?fit=max&auto=format&n=nSDKyNrRREbGib1F&q=85&s=ab135279029f30abaac526295dfa2abc" alt="" width={387} data-path="images/cas/68a81b65be2f8f82494f.png" />
</Frame>

#### 1. Skeleton Type

Select the type of your character model skeleton:

<Frame caption={"Select your skeleton type."}>
  <img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/213bfc8365d8178d0301.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=2d4b1fe8258972da13cca51179675d0d" alt="" width={375} data-path="images/cas/213bfc8365d8178d0301.png" />
</Frame>

CAS supports most popular model types:

* Unreal Mannequin (UE4\&UE5).

* Mixamo

* Character Creator (CC4, CC5)

* Synty

For other models, pick the "Default" option - CAS will try to find bones recursively.

#### 2. Animations

Next, we need to pick Animation Clips for our character:

<Frame caption={"Assign Animation Clips."}>
  <img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/4896dd095e6848eaafae.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=e658d0a97f64d342488164f705682608" alt="" width={383} data-path="images/cas/4896dd095e6848eaafae.png" />
</Frame>

**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:

<Frame caption={"Assign bone references."}>
  <img src="https://mintcdn.com/kinemation/zfSCxGML5W5QOyC1/images/cas/cc3e923bf641fa1b0e28.png?fit=max&auto=format&n=zfSCxGML5W5QOyC1&q=85&s=1058252e7eb4a89c7bb101dbb3fa708f" alt="" width={383} data-path="images/cas/cc3e923bf641fa1b0e28.png" />
</Frame>

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:

<Frame caption={"Warning example."}>
  <img src="https://mintcdn.com/kinemation/nSDKyNrRREbGib1F/images/cas/80148aed765a18d16739.png?fit=max&auto=format&n=nSDKyNrRREbGib1F&q=85&s=d51fcc765e7128f209174dfc3967ebcc" alt="" width={369} data-path="images/cas/80148aed765a18d16739.png" />
</Frame>

#### 4. Assign Animator

If your character is **Generic**, you will need to assign an Animator Controller:

<Frame caption={"Assign your Animator Controller here."}>
  <img src="https://mintcdn.com/kinemation/nSDKyNrRREbGib1F/images/cas/9fc803bc2c9b7cbf2c62.png?fit=max&auto=format&n=nSDKyNrRREbGib1F&q=85&s=32a2b67aaec5a5e29538bed9907213fe" alt="" width={373} data-path="images/cas/9fc803bc2c9b7cbf2c62.png" />
</Frame>

<Info>
  **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.
</Info>
