> ## 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 Add-on: Procedural First-Person Animation for CAS

> Add procedural FPS animation to CAS: ADS alignment, weapon sway, recoil, collision detection, and IK motions — all composing in the modifier pipeline.

The **FPS Add-on** extends the Character Animation System with a complete set of procedural animation tools designed specifically for first-person shooters. Instead of relying entirely on pre-authored animations, the add-on generates motion at runtime — aligning iron sights with your camera, applying spring-based weapon sway as the player looks and moves, simulating recoil with layered noise and pushback, preventing weapons from clipping through walls, and playing additive transition animations for draw, holster, and aiming actions. All of these features plug into CAS's existing Procedural Animation modifier pipeline, so they compose cleanly with your existing character setup.

## What the FPS Add-on provides

* **ADS Modifier** — procedurally aligns any optic or iron sight with the camera, with blend controls for absolute vs. additive aiming and independent per-axis blending so reload animations still propagate correctly through the ADS pose.
* **Sway Modifier** — applies spring-based translational and angular sway driven by player look input and movement direction, with support for additive curve animations and independent aiming/hip-fire multipliers.
* **Procedural Recoil** — generates smooth, layered firing animations from `RecoilAnimData` assets; supports semi-auto and full-auto curves, pitch/roll/yaw random ranges, a continuous noise layer, and a first-shot pushback layer.
* **Weapon Collision** — performs a sphere-cast in front of the weapon and pushes it back when it intersects geometry, with primary/secondary poses for looking up vs. down.
* **IK Motions** — plays additive transition animations on IK bones for draw, holster, and aiming motions, each with configurable blend-in time and auto-blend-out.
* **FPS Copy Bones** — seeds the IK target bones from the animated skeleton at the start of each frame so every downstream modifier operates on an accurate starting pose.
* **FPS Offset** — applies per-weapon positional and rotational offsets to the weapon bone and hand IK targets, with Weight Overrides for switching between first-person, third-person, and crouching states.
* **Attach Left Hand** — attaches the left hand to a custom grip transform defined on the weapon prefab, with fallback to the default IK hand pose when no attachment is present.

## Prerequisites

You need the **Character Animation System (CAS)** core package installed before adding the FPS Add-on. The preset wizard and demo content both require CAS to be present in the project.

## Getting demo content

Open **Tools → KINEMATION** in the Unity menu bar, select the CAS demo entry, and click **Download and Import**. When the import dialog appears click **Import All** to bring in all demo assets including the example character, weapon prefabs, animations, and pre-configured settings assets. The FPS preset in the Setup CAS wizard only appears after the demo content has been imported.

<CardGroup cols={2}>
  <Card title="FPS Setup" icon="list-check" href="/cas/fps/setup">
    Import demo content, run the FPS preset wizard, and get your first character configured end-to-end.
  </Card>

  <Card title="Skeleton & IK" icon="bone" href="/cas/fps/skeleton-and-ik">
    Understand the IK GameObject hierarchy the preset creates — weapon bones, hand targets, foot targets, and dynamic bones.
  </Card>

  <Card title="Procedural Setup" icon="sliders" href="/cas/fps/procedural-animation-setup">
    Configure the PA\_ asset — the three-stage modifier order that drives all FPS procedural features.
  </Card>

  <Card title="Adding a Weapon" icon="gun" href="/cas/fps/adding-a-weapon">
    Parent a weapon prefab to the rig, link the CAS settings asset, configure the Overlay Animator, and fix the left-hand grip.
  </Card>

  <Card title="Recoil Animation" icon="wave-pulse" href="/cas/fps/recoil-animation">
    Create RecoilAnimData assets, tune noise and pushback layers, and trigger recoil from your shooting code.
  </Card>

  <Card title="FPS Modifiers" icon="puzzle-piece" href="/cas/fps/modifiers">
    Full reference for every FPS-specific modifier — ADS, sway, collision, IK motions, offsets, and hand attachment.
  </Card>
</CardGroup>
