> ## 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.

# 🦾Character

> In this chapter we will cover character animation aspect.

## Skeleton Structure

The FPS arms model used in the package is based on UE4 Skeleton:

<Frame caption={"Character skeleton."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/c3766fa9b0e1c56bae15.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=8f9a7d41f8a662f9ca112658cfe5c7fa" alt="" width={186} data-path="images/fps-animation-pack/unity/c3766fa9b0e1c56bae15.png" />
</Frame>

This rig includes two important bones:

1. **ik\_hand\_gun** - contains the baked movement of the weapon.

2. **ik\_hand\_gun\_additive** - used for procedural idle, walking, and sprinting animations.

3. **camera\_bone** - contains camera keyframes.

<Tip>
  **Tip**: the character rig type is Generic.
</Tip>

All animations also include keyframes for the lower body, meaning that clips can be used with full-body characters.

## Override Animator Controllers

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:

<Frame caption={"AKX200 override controller."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/316fa98e9419d9937696.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=764b25f71f3cee522086c972823fe321" alt="" width={409} data-path="images/fps-animation-pack/unity/316fa98e9419d9937696.png" />
</Frame>

**"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.

## Main Character Controller

**AC\_FPS\_Character** consists of 7 layers:

<Frame caption={"Animation layers."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/fb5652863a9d08f0e935.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=83e485f3fe77affdb55d2d60f92db15a" alt="" width={259} data-path="images/fps-animation-pack/unity/fb5652863a9d08f0e935.png" />
</Frame>

### Base Layer

<img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/62f911fa01f575ea780a.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=2d8dce36b52d08da21d75e4404fd7c7c" alt="" width={214} data-path="images/fps-animation-pack/unity/62f911fa01f575ea780a.png" />

This layer includes the base idle pose and firing state.

### Additive Layer

<img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/b0a1ef88a09ef24ce492.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=0b91a0d2d1f4de4631af31cd2a48843c" alt="" width={439} data-path="images/fps-animation-pack/unity/b0a1ef88a09ef24ce492.png" />

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.

### Reload Layer

<img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/23423b0bfd3f6dbddbc0.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=e0ce39a03969a94453d30d6fabfbd5a2" alt="" width={419} data-path="images/fps-animation-pack/unity/23423b0bfd3f6dbddbc0.png" />

This layer is used to play reloading animations. It also has a slot for **Equip\_Override** - it is used exclusively for the Kolibri equip animation.

### Tac Sprint Layer

<img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/a95e8ea5b42fc6c7ed2b.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=37ad85dca260cd5435eb7fed45a4062b" alt="" width={228} data-path="images/fps-animation-pack/unity/a95e8ea5b42fc6c7ed2b.png" />

This layer only applies tactical sprinting animation.

### Grenade Layer

This layer is used to play the grenade throw sequence:

<img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/1608905368ca978aab03.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=3ad0ac2b1343abe996eb22324afdac4c" alt="" width={351} data-path="images/fps-animation-pack/unity/1608905368ca978aab03.png" />

First, the character unequips the current weapon, then throws the grenade and gets back to the idle state.

### Right Hand and Trigger Discipline

These layers are activated when a character is tactical sprinting.
