Import demo content
Before the FPS preset appears in the Setup CAS wizard you must import the CAS demo package.1
Open the KINEMATION tools window
In the Unity menu bar go to Tools → KINEMATION. The content manager window opens listing available demo packages.
2
Download and import
Select the CAS demo entry and click Download and Import. Once the files finish downloading an import dialog appears — click Import All to bring everything in, or select individual items if you only need specific assets.
3
Import the demo scene (optional)
If you also want the pre-built demo scene, follow the separate scene installation guide linked from the content manager. This is optional for the FPS setup but useful as a reference.
Add your character to the scene
Drag your character model prefab into the scene. Any supported skeleton type works — Unreal Mannequin (UE4 or UE5), Mixamo, Character Creator (CC4/CC5), Synty, or a custom rig using the Default option.Run the FPS preset wizard
1
Open Setup CAS
Right-click the character GameObject in the Hierarchy and select KINEMATION → Setup CAS. The CAS preset wizard opens.
2
Select the FPS preset
In the preset list choose FPS. This preset only appears when the demo content is installed. The wizard now displays four sequential setup steps.
3
Step 1 — Skeleton Type
Choose the skeleton type that matches your character model:
Picking the correct type lets CAS automatically resolve bone names. Use Default when your skeleton uses non-standard naming.
4
Step 2 — Animations
Assign the two required animation clips:
- Base Pose — your character’s standing idle animation. CAS samples this clip at rest to compute additive motion offsets at runtime. Pick a neutral standing pose.
- Overlay Pose — the weapon idle animation that defines the default held position. You can leave Overlay Controller empty for now; you will assign it after adding a weapon.
5
Step 3 — Bones
The wizard prompts you to assign bone references so CAS can build the Procedural Animation modifier targets. The primary required bone is the Weapon Bone — a dedicated bone in the character skeleton that carries weapon movement. If your model does not have a weapon bone, skip this field and proceed.Click Apply Preset when all required bones are filled in. If any mandatory references are missing, the wizard displays a warning message listing exactly which bones need manual assignment. Resolve these before continuing.
6
Step 4 — Assign Animator (Generic characters only)
If your character uses a Generic rig, you must assign an Animator Controller in this step. Humanoid characters have their controller resolved automatically.
What the preset creates
After clicking Apply Preset, CAS writes several assets into the current project folder:- Skeleton_ prefab — a variant of your character model with Character Animation, Layered Blending, Procedural Animation, and Character Skeleton components added, plus all IK GameObjects parented into the hierarchy.
- PA_ asset — the Procedural Animation Settings ScriptableObject containing the pre-configured FPS modifier stack.
- CAS settings asset — the top-level settings asset that ties the overlay controller and procedural settings together for weapon assignment.
