> ## 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.

# 📔Types

> In this page we will cover basic utility types used in the pack.

## Viewmodel Pose

This struct contains properties that modify first-person view:

<Frame caption={"Viewmodel Pose example."}>
  <img src="https://mintcdn.com/kinemation/6K2VhvCCGB3AmUKf/images/fps-animation-pack/unreal/fdb975eb979e61117571.png?fit=max&auto=format&n=6K2VhvCCGB3AmUKf&q=85&s=2cbf4a358a774bd585dc24c0db7423bc" alt="" width={544} data-path="images/fps-animation-pack/unreal/fdb975eb979e61117571.png" />
</Frame>

* **Pivot Offset**: weapon model local offset.

* **Pose Offset**: FTransform offset of character arms in component/mesh space.

* **Right/Left Hand Offset**: right/left hand translation in weapon space.

* **Left Clavicle Offset**: left clavicle translation offset; used to compensate large forward offsets, when the left arm appears stretched.

## Viewmodel Animations

This struct represents what animations will be used for this viewmodel. It is used for both weapon and character animations:

<Frame caption={"Character animations example."}>
  <img src="https://mintcdn.com/kinemation/6K2VhvCCGB3AmUKf/images/fps-animation-pack/unreal/8a5650b472ae8951ceda.png?fit=max&auto=format&n=6K2VhvCCGB3AmUKf&q=85&s=6d3744d6f9d0a43aa3c5cfaee82f0b66" alt="" width={442} data-path="images/fps-animation-pack/unreal/8a5650b472ae8951ceda.png" />
</Frame>

* **Primary Reload**: empty or reload start animation.

* **Secondary Reload**: tactical or loop reload animation.

* **Additional Reload**: end or less (for *MGX5*) reload animation.

* **Equip**: weapon equip animation.

* **UnEquip**: weapon unequip animation.

* **Action**: any action animation.

* **Fire**: firing animation.

* **Fire Out**: firing animation played when out of ammo; this montage should not blend out automatically.

<Tip>
  **Tip**: because the project features different types of weapons (e.g manually reload or machine guns), this sturct includes properties for all possible use-cases.
</Tip>

## Viewmodel Settings

This data asset represents settings for the active first-person view:

<Frame caption={"AKX200 Viewmodel Example."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unreal/4b0c5fc8e7b420e0f39d.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=d5d3f5c7bcfe3acb3d4ff52c82f508bf" alt="" width={551} data-path="images/fps-animation-pack/unreal/4b0c5fc8e7b420e0f39d.png" />
</Frame>

* **Viewmodel Pose**: offsets for this viewmodel [Viewmodel Pose](/fps-animation-pack/unreal/gameplay/types#viewmodel-pose).

* **Pose**: a static base pose; used for layering and aiming.

* **Character Anims**: list of character animations for this viewmodel [Viewmodel Animations](/fps-animation-pack/unreal/gameplay/types#viewmodel-animations).

## Casing Particle Settings

<Frame caption={"Example particle settings."}>
  <img src="https://mintcdn.com/kinemation/6K2VhvCCGB3AmUKf/images/fps-animation-pack/unreal/755d09ca2b270ce325b9.png?fit=max&auto=format&n=6K2VhvCCGB3AmUKf&q=85&s=b94f9b57dfba6568d64123ee8755e7f7" alt="" width={542} data-path="images/fps-animation-pack/unreal/755d09ca2b270ce325b9.png" />
</Frame>

This data asset defines settings for the empty casing effect.

* **Casing Mesh**: desired casing's Static Mesh.

* **Mesh Forward Axis**: useful when a mesh has a different orientation.

* **Max/Min Velocity**: max/min initial velocity vector.

* **Max/Min Rotation Velocity**: max/min initial angular speed.
