> ## 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.

# Set Up a Character for First-Person with CAS FPS Add-on

> Configure a first-person character with the CAS FPS preset — skeleton type, animation clips, bone references, and Animator Controller assignment.

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.

<Tip>
  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.
</Tip>

## Import demo content

Before the FPS preset appears in the Setup CAS wizard you must import the CAS demo package.

<Steps>
  <Step title="Open the KINEMATION tools window">
    In the Unity menu bar go to **Tools → KINEMATION**. The content manager window opens listing available demo packages.
  </Step>

  <Step title="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.
  </Step>

  <Step title="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.
  </Step>
</Steps>

## 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

<Steps>
  <Step title="Open Setup CAS">
    Right-click the character GameObject in the Hierarchy and select **KINEMATION → Setup CAS**. The CAS preset wizard opens.
  </Step>

  <Step title="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.
  </Step>

  <Step title="Step 1 — Skeleton Type">
    Choose the skeleton type that matches your character model:

    | Type                  | When to use                                             |
    | --------------------- | ------------------------------------------------------- |
    | **Unreal Mannequin**  | UE4 or UE5 Mannequin exports                            |
    | **Mixamo**            | Characters rigged with the Mixamo auto-rigger           |
    | **Character Creator** | CC4 or CC5 exports                                      |
    | **Synty**             | Synty Studios asset packs                               |
    | **Default**           | Any other skeleton — CAS searches for bones recursively |

    Picking the correct type lets CAS automatically resolve bone names. Use **Default** when your skeleton uses non-standard naming.
  </Step>

  <Step title="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.
  </Step>

  <Step title="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.
  </Step>

  <Step title="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.

    <Warning>
      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.
    </Warning>
  </Step>
</Steps>

## 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](/cas/fps/skeleton-and-ik) for a detailed explanation of every IK GameObject the preset creates, and [Procedural Setup](/cas/fps/procedural-animation-setup) for the modifier order inside the PA\_ asset.
