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Character Animation System (CAS) was designed to make animation simple and scalable for games in Unity. It extends the standard Animator Controller workflow rather than replacing it, unlocking advanced blending, procedural modifiers, and first-person weapon animation — all without forcing you to abandon the tools Unity developers already know.

What CAS Solves

Unity’s built-in Animator Controller is powerful, but it has well-known limitations when it comes to layered character animation. Blending a weapon pose with a locomotion state, making feet respond to uneven terrain, or syncing a climb animation to a real ledge all require either expensive custom code or uncomfortable workarounds. CAS was built specifically to fill these gaps.
  • Layered blending — blend Overlay poses (weapons, items, injury states) on top of your main Animator output on a per-bone basis. Animation curves embedded directly in your clips drive the blend weights, so the blending logic travels with the clip, not with the game code.
  • Procedural animation modifiers — a data-driven stack of modifiers (Foot IK, Step Modifier, sway, recoil, and more) applied after the Animator runs. Each modifier is configured in a ScriptableObject and executes in a defined order, making the system easy to tune without touching code.
  • FPS add-on — purpose-built first-person weapon animation tools that integrate directly with the CAS pipeline, giving you procedural sway, recoil, and aim offset with minimal setup.
  • Motion Warping integration — CAS uses the Kinemation Motion Warping plugin to warp root-motion animations so your character’s hands and body match real-world geometry during climbs, vaults, and interactions.

How It Works

CAS sits between your Animator Controller and the final skeleton pose. At runtime:
  1. The main Animator Controller produces a base locomotion pose.
  2. The Layered Blending component reads float curve values from the active Overlay clip and blends the Overlay pose onto the skeleton per-body-region.
  3. The Procedural Animation component applies a stack of modifiers — IK, physics sway, offset adjustments — to the blended result.
  4. The final pose is written to the character skeleton.
This pipeline is additive and composable: you can enable or disable individual modifiers at runtime, swap Overlay clips, and change blend weights without rebuilding your Animator Controller.

Package Contents

After importing CAS from the Unity Asset Store, the KINEMATION folder contains:
If you also use other Kinemation assets, remove the KAnimationCore, ScriptableWidget, and MotionWarping folders from those packages before importing CAS — CAS ships its own up-to-date copies of these shared modules.

Quick Navigation

Get Started

Install the demo content, set up your first character with the preset wizard, and see CAS running in minutes.

Core Concepts

Understand the ScriptableObjects, prefabs, and components the preset wizard generates — and how they fit together at runtime.

FPS Add-on

Purpose-built first-person weapon animation with procedural sway, recoil, and aim offset.

Motion Warping

Add climbing, vaulting, and interaction animations driven by procedural root-motion adjustment.