# Kinemation ## Docs - [Animation Asset: Configure and Play Clips at Runtime](https://docs.kinemation.xyz/cas/core/animation-asset.md): Animation Asset is a ScriptableObject that bundles a clip and blend settings. Create, configure, and play Animation Assets from code in CAS. - [CAS Architecture: How Character Animation System Works](https://docs.kinemation.xyz/cas/core/architecture.md): Understand how Character Animation System structures its playable graph — Layered Blending, Procedural Animation, and Property Bindings working together. - [Character Animation Component: The CAS Central Controller](https://docs.kinemation.xyz/cas/core/character-animation-component.md): CharacterAnimationComponent is the central MonoBehaviour in CAS. Swap Character Animation Settings at runtime for weapons, items, and gameplay states. - [Layered Blending: Combine Animator and Overlay Poses](https://docs.kinemation.xyz/cas/core/layered-blending.md): Configure Layered Blending to blend your Animator output with weapon overlays using per-bone curve weights for arms, spine, head, and legs. - [Procedural Animation: Dynamic Bone Modifiers in CAS](https://docs.kinemation.xyz/cas/core/procedural-animation.md): Procedural Animation component in CAS runs modular Animation Modifiers that alter bone transforms after blending — for foot IK, weapon sway, and recoil. - [Property Bindings: Link Gameplay Values to Animation](https://docs.kinemation.xyz/cas/core/property-bindings.md): Property Bindings in CAS links public fields and methods from gameplay components to animation parameters in the editor — no binding code required. - [Adding and Configuring a Weapon in the CAS FPS Add-on](https://docs.kinemation.xyz/cas/fps/adding-a-weapon.md): Parent a weapon prefab to IK weapon_bone, link the CAS settings asset, set up the Overlay Animator Controller, and fix the left-hand grip pose. - [CAS FPS Add-on Modifiers: Complete Property Reference](https://docs.kinemation.xyz/cas/fps/modifiers.md): Reference for all CAS FPS Add-on modifiers — ADS alignment, weapon sway, weapon collision, IK motions, copy bones, offsets, and hand attachment. - [FPS Add-on: Procedural First-Person Animation for CAS](https://docs.kinemation.xyz/cas/fps/overview.md): Add procedural FPS animation to CAS: ADS alignment, weapon sway, recoil, collision detection, and IK motions — all composing in the modifier pipeline. - [FPS Procedural Animation Settings and Modifier Order](https://docs.kinemation.xyz/cas/fps/procedural-animation-setup.md): Set up the PA_ asset three-stage modifier order: seed IK bones, apply FPS features like ADS and sway, then solve IK for arms and legs. - [Procedural Recoil Animation System in CAS FPS Add-on](https://docs.kinemation.xyz/cas/fps/recoil-animation.md): Set up procedural weapon recoil in CAS: create RecoilAnimData assets, tune pitch, roll, yaw, noise, pushback layers, and call Play/Stop/Init. - [Set Up a Character for First-Person with CAS FPS Add-on](https://docs.kinemation.xyz/cas/fps/setup.md): Configure a first-person character with the CAS FPS preset — skeleton type, animation clips, bone references, and Animator Controller assignment. - [IK Skeleton Structure and Bone Hierarchy for CAS FPS](https://docs.kinemation.xyz/cas/fps/skeleton-and-ik.md): Explore the IK hierarchy the FPS preset creates — weapon bones, hand IK targets, foot targets, and the dynamic bone system for weapon attachment. - [Character Camera: First and Third-Person Camera Setup](https://docs.kinemation.xyz/cas/guides/character-camera.md): Reference guide for the CAS Character Camera — first-person mode, third-person offsets, camera shakes, smooth FOV transitions, and collision avoidance. - [Integrations: FPS Animation Pack and Custom Setups](https://docs.kinemation.xyz/cas/guides/integrations.md): Integrate the FPS Animation Pack with CAS for 20 ready-made weapons and learn how to use the Character Skeleton API for custom animation tool integrations. - [Manual CAS Character Setup: Step-by-Step Guide for CAS](https://docs.kinemation.xyz/cas/guides/manual-setup.md): Manually configure Character Animation System — create CAS Settings assets, set up curve-based layered blending, and add procedural animation modifiers. - [SimpleAnimationPlayer Component Reference and API Guide](https://docs.kinemation.xyz/cas/guides/simple-animation-player.md): Play weapon and prop animations from code with SimpleAnimationPlayer — no Animator Controllers needed. Set a base pose and trigger clips via PlayAnimation. - [CAS Troubleshooting: Common Issues, Errors, and Fixes](https://docs.kinemation.xyz/cas/guides/troubleshooting.md): Diagnose and fix CAS issues: animation not playing, camera at feet, Unity 2022 NativeReference error, overlay not visible, and controller switch snapping. - [Aim At Modifier: Point Bones at World-Space Targets](https://docs.kinemation.xyz/cas/modifiers/aim-at.md): Rotate a bone toward a world-space target with optional support bones for distributed rotation — used for head look-at, spine aiming, and weapon alignment. - [Copy Bone, Modify Bone, and Modify Bone Chain in CAS](https://docs.kinemation.xyz/cas/modifiers/copy-bone.md): Copy Bone transfers a transform between bones, Modify Bone offsets a single bone, and Modify Bone Chain applies the same offset to an entire bone chain. - [Dynamic Bones: Re-Parent Bone Animation at Runtime](https://docs.kinemation.xyz/cas/modifiers/dynamic-bones.md): Animate a bone in one space and apply it relative to a different parent — the Dynamic Bone component is essential for weapon bones and left-hand IK setups. - [Foot IK Modifier: Keep Feet Planted on Any Surface](https://docs.kinemation.xyz/cas/modifiers/foot-ik.md): The Foot IK modifier in CAS uses raycasting to keep character feet planted on uneven geometry — preventing floating or clipping on slopes and steps. - [Full Body IK Modifier: Multi-Effector Character IK](https://docs.kinemation.xyz/cas/modifiers/full-body-ik.md): Apply two-bone IK to both arms and both legs simultaneously with a single modifier, enabling unified weight control for the full character IK setup. - [Look Modifier: Spine Look Rotation and Turn in Place](https://docs.kinemation.xyz/cas/modifiers/look-modifier.md): The Look Modifier applies pitch, yaw, and roll rotation to spine bones for procedural look-around and leaning, with a built-in turn-in-place system. - [Animation Modifiers: Procedural Bone Control in CAS](https://docs.kinemation.xyz/cas/modifiers/overview.md): Animation Modifiers in CAS adjust bones procedurally at runtime — enabling IK, aiming, look rotation, and dynamic effects without extra animation clips. - [State Behaviours: Trigger CAS Events from Animator](https://docs.kinemation.xyz/cas/modifiers/state-behaviours.md): Trigger CAS events directly from Animator Controller states — smoothly blend float values or fire procedural step animations on state enter and exit. - [Two Bone IK Modifier: Limb Solving for Arms and Legs](https://docs.kinemation.xyz/cas/modifiers/two-bone-ik.md): The Two Bone IK modifier solves inverse kinematics for a two-bone chain — commonly used for arms reaching targets and legs stepping on surfaces. - [What the CAS Preset Wizard Creates: Assets and Prefabs](https://docs.kinemation.xyz/cas/quickstart/after-setup.md): Understand the ScriptableObjects, prefabs, and IK GameObjects the CAS preset generates — and how each piece fits into the runtime pipeline. - [Activating Overlay Blending with Animation Curves in CAS](https://docs.kinemation.xyz/cas/quickstart/blending-and-animations.md): Learn how to activate Overlay poses in CAS by adding animation curve properties to clips — controls per-bone blend weights without writing any code. - [Easy Character Setup with the CAS Preset Wizard in Unity](https://docs.kinemation.xyz/cas/quickstart/easy-character-setup.md): Use the KINEMATION preset wizard to add CAS components in a few clicks. Supports Unreal Mannequin, Mixamo, Character Creator, and Synty skeletons. - [Install CAS Demo Content, Assets, and Sample Scenes](https://docs.kinemation.xyz/cas/quickstart/install-demo-content.md): Download and import the free Character Animation System demo content, animation clips, and URP/HDRP sample scenes into your Unity project. - [Add Climbing and Vaulting with Motion Warping in CAS](https://docs.kinemation.xyz/cas/quickstart/parkour-and-interactions.md): Integrate Kinemation's Motion Warping plugin with CAS to add climbing, vaulting, and interaction animations driven by procedural root motion adjustment. - [CAS Procedural Animation: Modifier Order and IK Setup](https://docs.kinemation.xyz/cas/quickstart/procedural.md): Explore the procedural animation stack CAS generates — IK GameObjects, the Copy/Procedural/IK modifier pattern, and Property Bindings for gameplay values. - [Character Animation System: Advanced Unity Animation](https://docs.kinemation.xyz/cas/welcome.md): CAS extends Unity's Animator Controller with layered blending, procedural modifiers, and an FPS add-on for natural, scalable character animation in Unity. - [Align Component: Melee Combat and Object Interactions](https://docs.kinemation.xyz/mw/components/align.md): Enable melee combat and interactions. Place the Align Component on a target object to warp your character to the correct position, angle, and distance. - [Land Component: Distance-Match Character Landing Animations](https://docs.kinemation.xyz/mw/components/land.md): Warp your character's landing to the exact ground point. Plays hard or soft landing assets by fall height — all settings live directly on the component. - [Mantle Component: Add Obstacle Climbing to Characters](https://docs.kinemation.xyz/mw/components/mantle.md): Add obstacle climbing to your character with the Mantle Component. Assign high and low climb assets, configure capsule detection, and set height limits. - [Roll Component: Sliding and Rolling with Motion Warping](https://docs.kinemation.xyz/mw/components/roll.md): Give your character slides and rolls. Checks for obstacles in the path, traces a ground target ahead, and warps the character animation to fit the terrain. - [Vault Component: Jump Over Obstacles with Motion Warping](https://docs.kinemation.xyz/mw/components/vault.md): Add vaulting to your character with three Warp Phases. The Vault Component detects Close Edge, Far Edge, and End Point to warp any obstacle cleanly. - [How Motion Warping Works: Phases, Play Rate, and Root Motion](https://docs.kinemation.xyz/mw/concept/how-it-works.md): Motion Warping's four mechanisms: warping phases, play rate scaling, total root motion, and the LateUpdate formula that applies warp offsets each frame. - [What Is Motion Warping? Animation Concepts and Use Cases](https://docs.kinemation.xyz/mw/concept/introduction.md): Animation warping adapts root motion to world-space targets at runtime — learn the core concept and how it eliminates per-obstacle animation clips. - [Motion Warping Asset: Configure Warp Phases and Curves](https://docs.kinemation.xyz/mw/fundamentals/motion-warping-asset.md): Create a Motion Warping Asset — extract root motion curves, define warp phases, set play rate limits, and configure interpolation and collision per axis. - [Motion Warping Component: Trigger and Control Warping](https://docs.kinemation.xyz/mw/fundamentals/motion-warping-component.md): The MotionWarping component triggers warped animations at runtime — set blend time, play rate scaling, and handle OnWarpStarted and OnWarpEnded events. - [Motion Warping IK: Lock Hands and Feet During Warping](https://docs.kinemation.xyz/mw/fundamentals/motion-warping-ik.md): Prevent hand and foot sliding during warped animations using Motion Warping IK — set bone references, animation curves, and smoothing per lock state. - [Warp Providers: Supply Target Points to Motion Warping](https://docs.kinemation.xyz/mw/fundamentals/warp-providers.md): Implement IWarpPointProvider to supply warp target points — WarpInteractionResult API, static and moving obstacle patterns, and custom provider examples. - [Motion Warping for Unity: Procedural Root Motion Alignment](https://docs.kinemation.xyz/mw/welcome.md): Motion Warping adjusts character root motion at runtime to hit world targets — climb, vault, and execute melee finishers reusing a single animation clip.