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Before you begin

Complete Character setup and bake at least one weapon’s animations. Start with an idle pose, then test the same changes while moving, aiming, and reloading.

Choose what to adjust

Use Gameplay Animation Controller for character-wide settings such as the skeleton mapping and overall Weight. Use the equipped weapon’s Procedural Asset for weapon position, grip offsets, ADS, sway, and recoil application. Equipping a weapon changes the procedural asset on the character. Check the active weapon’s asset before editing a different profile.
Gameplay Animation Controller Procedural tab with runtime adjustments

Inspect and adjust the active procedural features in the Procedural tab.

If the weapon is in the wrong place, start with Viewmodel offset. If the sights are off-center, check ADS. If locomotion changes the arm pose too much, adjust the clip’s blending curves.

Edit animation blending

Select an Animation Clip and choose Assets ▸ Edit Gameplay Curve Properties. The editor lists Lower Body, Spine, Right Arm, Left Arm, and the controller’s Weapon Bone Weight.
1

Add the property

Find the body group you want to change and click + beside the property.
2

Set a value or curve

Set a constant value for the whole animation. Right-click and choose Curve Mode when the weight should change during playback. Value Mode returns it to a constant.
3

Preview the action

Test the clip with locomotion. Change one body group at a time so you can see what each weight does.
The spine group includes the neck and head. Fingers use the local weight of their corresponding arm. There are no separate neck or finger weight groups in this version.

Keep the upper-body pose

For first-person actions that need to preserve the authored arms, start with arm Base Weight at 1 and Additive Weight at 0. This prevents the locomotion arm swing from changing the action. Use Local Weight when you want the arm’s local pose to follow the animation. This also controls the fingers. Check the grip during a reload or inspection after changing it.

Keep visible locomotion

Leave the lower-body Base Weight at 0 when the legs should follow locomotion. Increase it only when the overlay should affect the legs. Additive Weight can bring locomotion movement back into an overlay-driven body group. For a hybrid first- and third-person character, compare the result from both cameras. The arm pose may need different local blending from an arms-only setup because the spine and shoulders remain visible.

Change blending during an action

Use an animated curve when the same action needs different blending over time. For example, an action can briefly take control of the spine, then blend back toward locomotion as it ends. Store the curve on the clip used by that action. If your character uses a retargeted replacement, inspect the replacement clip when a change to the original does not appear.

Test the result

Click Play and test idle, movement, aim, firing, and reload. Check both hands and the weapon from the camera views your game uses. For a full-body character, also check the legs and spine while moving. Keep a weapon action’s required grip while allowing the body to follow locomotion. Use the Animation system reference when you need to understand how the weights combine.