> ## 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.

# Easy Character Setup with the CAS Preset Wizard in Unity

> Use the KINEMATION preset wizard to add CAS components in a few clicks. Supports Unreal Mannequin, Mixamo, Character Creator, and Synty skeletons.

CAS ships with a preset-based setup wizard that inspects your character's skeleton, creates the required ScriptableObjects and prefabs, and wires everything together automatically. For most projects, the **Basic** preset covers everything you need without touching a line of code.

<Tip>
  If you are following this guide for the first time, use the Kinemation Mannequin model located at `KINEMATION/Shared/Character`. Its skeleton matches the UE4/UE5 naming convention and all bones will be detected automatically.
</Tip>

<Note>
  This tutorial uses the demo content. Make sure you have completed the [Install Demo Content](/cas/quickstart/install-demo-content) step before continuing.
</Note>

## Open the Setup Wizard

<Steps>
  <Step title="Add your character to the scene">
    Drag your character model (or the Kinemation Mannequin prefab) into the Hierarchy.
  </Step>

  <Step title="Right-click and choose Setup CAS">
    Right-click the character GameObject in the Hierarchy and select **KINEMATION → Setup CAS**. This opens the Character Animation Setup window.
  </Step>

  <Step title="Select the Basic preset">
    In the preset list, choose **Basic**. Additional presets appear here if you have optional CAS add-ons installed.

    <Tip>
      The **Manual** option gives you full control over every component, but is intended for experienced users. The rest of the quickstart guide assumes Basic.
    </Tip>
  </Step>
</Steps>

## Configure the Preset

The Basic setup window walks you through four sections. Complete them in order from top to bottom.

### 1. Skeleton Type

Select the naming convention your character model uses. CAS uses this to locate bones automatically:

| Option                            | When to use                                                                       |
| --------------------------------- | --------------------------------------------------------------------------------- |
| **Unreal Mannequin (UE4)**        | Assets exported from Unreal Engine 4, or retargeted to the UE4 mannequin skeleton |
| **Unreal Mannequin (UE5)**        | Assets using the UE5 Manny / Quinn naming convention                              |
| **Mixamo**                        | Characters downloaded from Adobe Mixamo                                           |
| **Character Creator (CC4 / CC5)** | Characters exported from Reallusion Character Creator 4 or 5                      |
| **Synty**                         | Synty Studios modular characters                                                  |
| **Default**                       | Any other skeleton — CAS performs a recursive bone search by name                 |

<Tip>
  When in doubt, start with **Default**. CAS will search recursively and warn you if it cannot find a required bone.
</Tip>

### 2. Animations

Assign the animation clips that define how your character looks and moves.

**Base Pose** — the standing idle animation for your character. CAS samples this clip at runtime to compute additive offsets, so it should represent the character's neutral, relaxed standing position.

**Overlay Pose** — an animation clip that represents the character's current gameplay state. This is typically a weapon or item pose (holding a torch, aiming a rifle) or a body-state pose (injured, unarmed). At runtime, CAS blends the Overlay on top of the Animator output using per-bone curve weights.

**Overlay Controller** — an Animator Controller that serves the same purpose as an Overlay Pose, but adds states, transitions, and blend trees. Use this when your overlay needs multiple states, for example:

* Idle Aim
* Idle Rest
* Tactical Sprint

<Tip>
  Use an **Overlay Controller** any time your item or state has more than one pose, or when you need draw/holster/attack/block as distinct states with transitions.
</Tip>

<Note>
  If you assign both an Overlay Pose and an Overlay Controller, CAS uses the **Overlay Controller** and ignores the standalone clip.
</Note>

### 3. Bones

CAS lists the bone references it needs to create Procedural Animation modifiers (foot IK targets, hand IK targets, spine chain, and so on). When you select a skeleton type, CAS attempts to populate these fields automatically.

* If all bones are resolved, the panel shows a **Good to go!** confirmation message.
* If any bones are missing, a warning highlights which slots need manual assignment. Drag the correct transforms from the Hierarchy into the empty fields.

### 4. Apply Preset

Click **Apply Preset**. CAS generates:

* A **Character Skeleton prefab** — a variant of your model with the `CharacterSkeleton` component attached.
* A **CAS Settings** ScriptableObject — the main data asset that links Overlay and Procedural settings.
* A **Procedural Animation Settings** ScriptableObject — defines the modifier stack for this character.
* IK target GameObjects added to the character root.

See the [After Setup](/cas/quickstart/after-setup) page for a full explanation of each generated asset.

### 5. Assign Animator Controller (Generic rigs only)

If your character uses a **Generic** rig (rather than a Humanoid Avatar), assign an Animator Controller to the `Animator` component on the skeleton prefab after applying the preset. CAS does not restrict which Animator Controller you use — any controller that drives your character's locomotion states will work.

<Note>
  Humanoid rigs using Avatar retargeting do not require this step; the Animator Controller is assigned in the Avatar setup and CAS reads from it automatically.
</Note>
