All character animations are defined in override controllers. The FPS Animation Pack uses a convenient naming convention:
OC_FP_WeaponName, OC stands for “Override Controller”
All character controllers have the same structure:
AKX200 override controller.
“A_FP”-type animations are not typically overridden, as these are general motions used for all guns. Fire, Idle, and Reload slots are overridden depending on the weapon type. Now it’s time to cover the main AC_FPS_Character controller.
This layer only animates the ik_hand_gun_additive bone. It is used later to apply IK animation on top of the character base pose. This allows to re-use of one set of animations for all weapons.
This layer is used to play the grenade throw sequence:First, the character unequips the current weapon, then throws the grenade and gets back to the idle state.