> ## 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.

# 🔸Animation

> Documentation for 🔸Animation.

## CAS Assets

Every weapon has a unique [Character Animation Settings](/cas/core/character-animation-component#character-animation-settings) — it contains the Overlay pose and procedural animation settings.

You can treat this asset as a unique animation profile for a weapon.

<Tip>
  Tip: All CAS assets are located at "**KINEMATION/CharacterAnimationSystem/Integrations/FPSAnimationPack/Settings**"
</Tip>

<Frame caption={"Example CAS asset."}>
  <img src="https://mintcdn.com/kinemation/nSDKyNrRREbGib1F/images/cas/7e1a65ef4b9b1603fbe5.png?fit=max&auto=format&n=nSDKyNrRREbGib1F&q=85&s=e6927c35476668b55369951792c23291" alt="" width={507} data-path="images/cas/7e1a65ef4b9b1603fbe5.png" />
</Frame>

* **Blend In**/**Out Time** — set to 0.2s to have a smooth transition when switching weapons.

* **Base** and **Overlay Pose** — set to the default weapon idle pose, applied on the character upper body.

* **Procedural Settings** — set to `PA_CAS_FPSAnimationPack`, which contains procedural features used across all weapons (e.g., sway, ADS, recoil, etc.).

This asset is assigned in the `FPS Pack Weapon` component:

<img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/5916388ac03859f39a40.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=21319b31edb5106ed6e993beda04a715" alt="" width={508} data-path="images/cas/5916388ac03859f39a40.png" />
