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The FPS preset in the CAS Setup wizard automates the most tedious parts of FPS character configuration — it creates the IK skeleton prefab, generates the Procedural Animation Settings asset, and wires up all the modifier references in one pass. Work through the steps below to go from a bare character model to a fully configured FPS rig.
If you are new to CAS, start with the KINEMATION/Shared/Character Humanoid model that ships with the demo content. It is already rigged and has compatible animation clips ready to assign.

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.
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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.
The animations you assign in Step 2 and the Animator Controller you assign here must be compatible with your skeleton type. Generic rigs only accept Generic animation clips, and Humanoid rigs only accept Humanoid clips. Mixing these types produces broken poses at runtime.

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.
See Skeleton & IK for a detailed explanation of every IK GameObject the preset creates, and Procedural Setup for the modifier order inside the PA_ asset.