> ## 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.

# Animation override

> Retarget Sci-Fi FPS Pack animations to a custom Unity character and manage generated overrides.

export const productName_0 = "Sci-Fi FPS Pack"

export const packConfigName_0 = "Sci-Fi FPS"

export const sourceModel_0 = "SKM_SciFi_Arms"

export const sourcePose_0 = "Assets/KINEMATION/Shared/GameplayFramework/Poses/A_TPose_UE5.anim"

export const outputFolder_0 = "Assets/MyGame/Animations/SciFiFPS/Retargeted/MyCharacter"

Complete [Character setup](/sci-fi-fps-pack/unity/get-started/character-setup) before you create an override. The target character must have a valid `GameplayAnimationController` skeleton map.

## Create an animation override

An animation override maps the animations authored for {productName_0} to baked copies for your target character. The source assets stay unchanged. If an entry has no replacement, Gameplay Framework uses the original animation.

<Steps>
  <Step title="Open the Override tab">
    Select your configured character. Open `GameplayAnimationController`, then select the **Override** tab.
  </Step>

  <Step title="Create the pack override">
    Click **Add Override > Create Override > {packConfigName_0}**.

    Gameplay Framework creates an override asset next to the selected pack config, adds it to the controller, and opens **Animation Override Retarget**.

    <Frame caption={`${productName} in the Create Override menu.`}>
      <img src="https://mintcdn.com/kinemation/RCvIweYDV3EFddxo/images/gameplay-framework/unity/create-animation-override.png?fit=max&auto=format&n=RCvIweYDV3EFddxo&q=85&s=2aa2daa2175c9215e0a21044b323f024" alt={`${productName} selected in the Gameplay Animation Controller Create Override menu`} width={860} data-path="images/gameplay-framework/unity/create-animation-override.png" />
    </Frame>
  </Step>
</Steps>

<Tip>
  You can also create an empty asset with **Assets > Create > KINEMATION > Gameplay Framework > Animation Override**. Use the controller workflow when possible because it assigns the pack config and target character for you.
</Tip>

## Configure retargeting

Open the **Setup** tab and review every field before baking. On first open, the window suggests a `Retargeted/<OverrideAssetName>` folder beside the override asset. Select a folder in your own project content when you want generated files to stay separate from the imported pack.

| Field                   | Use                                                                                                                                                                |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Source Model**        | The supplied source character: <code>{sourceModel_0}</code>.                                                                                                       |
| **Target Model**        | Your custom character. Use the same rig you configured on the Character setup page.                                                                                |
| **Source Pose**         | The source reference pose: <code>{sourcePose_0}</code>.                                                                                                            |
| **Target Pose**         | An optional correction pose for your character. Leave it empty to generate an automatic T-pose, or assign one when the shoulders, wrists, or fingers do not align. |
| **Use FPS Retargeting** | Keeps the first-person hands and weapon relationship stable. Disable it only when you intentionally want a conventional full-body transfer.                        |
| **Output Folder**       | A folder inside `Assets`, such as <code>{outputFolder_0}</code>.                                                                                                   |

<Frame caption="Models, reference poses, FPS mode, and output folder in the Setup tab.">
  <img src="https://mintcdn.com/kinemation/RCvIweYDV3EFddxo/images/gameplay-framework/unity/retarget-window-setup.png?fit=max&auto=format&n=RCvIweYDV3EFddxo&q=85&s=47f83dd6897e57c0c58cd47cad1229fd" alt="Animation Override Retarget Setup tab configured for a custom target character" width={860} data-path="images/gameplay-framework/unity/retarget-window-setup.png" />
</Frame>

## Adjust the retarget result

Use the retarget preview before baking the complete pack. The **Target Pose** and viewport handles solve different problems.

1. Compare the source and target characters in the same stance.
2. Assign a **Target Pose** asset when the target's reference shoulders, wrists, or fingers do not match the source pose.
3. Enable the transform controls and select the weapon, hand, foot, arm-pole, or leg-pole target you need to correct.
4. Move the handle to adjust that IK target. The window stores these offsets on the animation override.
5. Keep the weapon and hand relationship readable from the first-person camera. **Use FPS Retargeting** also exposes the weapon target.
6. Bake one idle animation first and inspect it in Play mode before processing a weapon set.

<Frame caption="Retargeting handles used to correct IK target offsets.">
  <img src="https://mintcdn.com/kinemation/RCvIweYDV3EFddxo/images/gameplay-framework/unity/retarget-window-handles.png?fit=max&auto=format&n=RCvIweYDV3EFddxo&q=85&s=3573f4ce6d12dcd288d240860373adc2" alt="Animation Override Retarget viewport with IK target adjustment handles" width={860} data-path="images/gameplay-framework/unity/retarget-window-handles.png" />
</Frame>

## Bake animations weapon by weapon

Open the **Animations** tab. The window groups character animation assets by weapon and lists Animator Controllers separately.

<Steps>
  <Step title="Select one weapon group">
    Expand a weapon group and select the clips you want to test. Use **All** or **None** within that group instead of baking every category immediately.
  </Step>

  <Step title="Include its controller">
    Select the matching Animator Controller when the pack config provides one. Controllers are rebuilt with the retargeted clips.
  </Step>

  <Step title="Bake the selection">
    Click **Bake Selected To Override**. Repeat the process for each weapon after you verify the previous group.
  </Step>
</Steps>

<Frame caption="Weapon categories and bake status in the Animations tab.">
  <img src="https://mintcdn.com/kinemation/RCvIweYDV3EFddxo/images/gameplay-framework/unity/retarget-window-animations.png?fit=max&auto=format&n=RCvIweYDV3EFddxo&q=85&s=78d9c9a1a29c8f1ad3cea4690122c72f" alt="Animation Override Retarget Animations tab with weapon groups and Animator Controllers" width={860} data-path="images/gameplay-framework/unity/retarget-window-animations.png" />
</Frame>

The status column reports the current state:

* **New**: no baked replacement exists.
* **Baked**: the replacement matches the current source asset.
* **Outdated**: the source asset changed after the last bake.

## Find the generated assets

The retargeter stores output below the selected folder:

| Folder           | Generated content                                                                       |
| ---------------- | --------------------------------------------------------------------------------------- |
| `FBX`            | Baked clips named `<Target>_<SourceClip>.fbx`.                                          |
| `GameplayAssets` | Retargeted `GameplayAnimationAsset` copies named `<SourceAsset>_Retargeted.asset`.      |
| `Controllers`    | `AnimatorOverrideController` assets named `<Controller>_Retargeted.overrideController`. |

Rebaking updates these paths and refreshes the replacement map in the animation override.

## Manage multiple overrides

You can add multiple override assets in the controller's **Override** tab. Gameplay Framework checks them in list order. The first override with a valid replacement wins; otherwise, evaluation continues and eventually falls back to the original asset.

Keep overrides focused on separate packs or non-overlapping animation sets. If two overrides replace the same source asset, remove and add them again in the priority you want.

<Frame caption="Multiple animation overrides on a Gameplay Animation Controller.">
  <img src="https://mintcdn.com/kinemation/RCvIweYDV3EFddxo/images/gameplay-framework/unity/gameplay-animation-controller-override.png?fit=max&auto=format&n=RCvIweYDV3EFddxo&q=85&s=38a14db1d61e32df3e1bb9dcd6152679" alt="Gameplay Animation Controller Override tab with an animation override list" width={860} data-path="images/gameplay-framework/unity/gameplay-animation-controller-override.png" />
</Frame>

## Next step

Continue to [Making adjustments](/sci-fi-fps-pack/unity/get-started/making-adjustments) to tune procedural features and animation curve properties.
