> ## 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.

# 🔹Weapons

> Documentation for 🔹Weapons.

## Weapon Component

**Cas FPS Weapon** (FPS Pack Weapon) is the base class component for all weapons in this integration package.

<Frame caption={"CasFPSWeapon"}>
  <img src="https://mintcdn.com/kinemation/zfSCxGML5W5QOyC1/images/cas/c8d19fe3e05b21759504.png?fit=max&auto=format&n=zfSCxGML5W5QOyC1&q=85&s=fc9f6242424724bbf8eb63d909ab0259" alt="" width={512} data-path="images/cas/c8d19fe3e05b21759504.png" />
</Frame>

### Animation Settings

Every weapon has unique [Character Animation Settings](/cas/core/character-animation-component#character-animation-settings). This asset 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** is set to 0.2s to ensure a smooth transition when switching weapons.

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

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

### Weapon

* **Weapon Settings** are a data asset from the FPS Animation Pack used to play sound effects, position arms, and define basic weapon data.

* **Aim Point** is the default aiming point that will be aligned with the camera.

* **Fire Mode** defines the default fire mode.

* [**Camera Shake**](/cas/guides/character-camera#camera-shakes) is a recoil camera effect.

### Animations

All animations are defined as character-weapon clip pairs:

<Frame caption={"Example character-weapon animation pair."}>
  <img src="https://mintcdn.com/kinemation/bY9DOuHDrQwriMA1/images/cas/f28e746d50fe8edfd9ec.png?fit=max&auto=format&n=bY9DOuHDrQwriMA1&q=85&s=83b71ce1a3aea784d36ba6acb11969a4" alt="" width={460} data-path="images/cas/f28e746d50fe8edfd9ec.png" />
</Frame>

[Animation Assets](/cas/core/animation-asset) are used to dynamically play all weapon-specific actions, including:

* Equip.

* Unequip.

* Reload.

* Fire (for some weapons).

<Info>
  **Tip**: All Animation Assets can be found at "**KINEMATION\CharacterAnimationSystem\Integrations\FPSAnimationPack\Animations**".
</Info>

All character animations share similar settings:

<Frame caption={"Character animation example."}>
  <img src="https://mintcdn.com/kinemation/bY9DOuHDrQwriMA1/images/cas/f6b3b488cdbbbbf4a105.png?fit=max&auto=format&n=bY9DOuHDrQwriMA1&q=85&s=bc9176d7ac631edd8a6e38489abaddf3" alt="" width={511} data-path="images/cas/f6b3b488cdbbbbf4a105.png" />
</Frame>

* **Blend In**/**Out** time ensures smooth transition when playing an animation.

* **Auto Blend Out** makes the animation blend out automatically upon completion.

* **Overlay** slot will correctly animate arms and weapon.

Weapon animations use a slightly different setup:

<Frame caption={"Weapon animation example."}>
  <img src="https://mintcdn.com/kinemation/zfSCxGML5W5QOyC1/images/cas/af5d2c6ac4313ab3086a.png?fit=max&auto=format&n=zfSCxGML5W5QOyC1&q=85&s=594335b27be036d5f25080b4333871d5" alt="" width={509} data-path="images/cas/af5d2c6ac4313ab3086a.png" />
</Frame>

* **Blend In**/**Out** time is set to zero to avoid strange blending of gun parts.

<Info>
  **Tip**: Weapons ignore the "Slot" property, so it can be set to any value.
</Info>
