> ## 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.

# 🔸Locomotion

> Documentation for 🔸Locomotion.

General movement animations are implemented in the `AC_CAS_FPSPack_Template` controller:

<img src="https://mintcdn.com/kinemation/nSDKyNrRREbGib1F/images/cas/8589dc04b33967cfb99b.png?fit=max&auto=format&n=nSDKyNrRREbGib1F&q=85&s=7ff6bde07a3aab5905677a806c59a2c8" alt="" width={563} data-path="images/cas/8589dc04b33967cfb99b.png" />

Structurally, it's identical to the demo [AC\_CAS\_Template](/cas/core/example-content/animations#animator-controller) animator. The only difference is the **IK\_Locomotion** layer:

<Frame caption={"Procedural movement layer."}>
  <img src="https://mintcdn.com/kinemation/nSDKyNrRREbGib1F/images/cas/9ebf1d103a5779dd8b51.png?fit=max&auto=format&n=nSDKyNrRREbGib1F&q=85&s=c0e335cd13fd412380a7fd88d302b3db" alt="" width={563} data-path="images/cas/9ebf1d103a5779dd8b51.png" />
</Frame>

<Info>
  **Tip**: This layer is responsible for IK movement animations, such as idle, walk, sprint and jump.
</Info>

**IK\_Locomotion** uses a special Avatar Mask to only affect the `ik_hand_gun_additive` bone.

<img src="https://mintcdn.com/kinemation/nSDKyNrRREbGib1F/images/cas/8504eb6bc0a2a4f02531.png?fit=max&auto=format&n=nSDKyNrRREbGib1F&q=85&s=ca2fd5b8ac52bb93da901d90da86a46a" alt="" width={485} data-path="images/cas/8504eb6bc0a2a4f02531.png" />

This additive bone is animated in movement animation clips from the FPS Animation Pack:

<Frame caption={"IK idle loop example."}>
  <img src="https://mintcdn.com/kinemation/zfSCxGML5W5QOyC1/images/cas/b1c8b564862d4c0f5fa0.png?fit=max&auto=format&n=zfSCxGML5W5QOyC1&q=85&s=fefb80caf0d0b08043cbc2961d1e0037" alt="" width={336} data-path="images/cas/b1c8b564862d4c0f5fa0.png" />
</Frame>
