Overview
Procedural Animation Settings is a data asset created after the setup:
Animation Modifiers.

🔸 Procedural Animation
FPS Animation Modifiers
The order of modifiers plays an important role — it defines how procedural features will be created and updated at runtime. The general structure of Procedural Animation Settings can be split into 3 parts:- Animate IK bones.
- Apply modifiers (e.g., recoil, sway, ads, etc.).
- Apply IK to animate character arms and legs, using IK bones as targets.
Animating IK Bones

Copy Bones.
Applying Procedural Features
Offsets

- FP Offsets positions weapon and hands in first-person view.
- TP Offset positions weapon and hands in third-person view.
- TP Rest Offset is applied when the player is in third-person and not aiming.
Note: All this modifiers are based on FPS Copy Bones.

Weight Overrides.
FPS Features

- Ads Modifier is used to align sights with the camera.
- Sway Modifier applies aiming and movement sway, as well as additive animations (idle and movement).
- Procedural Recoil applies firing animations.
- IK Motion applies dynamic additive animations, which are used for aiming, draw and holster motions.
General Modifiers

- Movement Turns adds leaning when moving around.
- Look Modifier applies look rotation and turn in place effects.
- Step Modifier plays procedural step animations to avoid feet sliding.
IK Modifiers
