> ## 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.

# 🔶Profiles and Layers

> In this section we will work with Animator Profiles and Layers.

## Overview

**Animator Profile** contains all the procedural features related to a weapon, item, or gameplay situation.

To create a new profile, right-click on your **Rig Asset** and select **FPS PROFILE Wizard**:

<Frame caption={"Animator Profile."}>
  <img src="https://mintcdn.com/kinemation/IMbHDDWE_rjJU7jO/images/scriptable-animation-system/14e0970baed0ed00f85f.png?fit=max&auto=format&n=IMbHDDWE_rjJU7jO&q=85&s=16da405d450ccbb1bec08288f78371b6" alt="" width={385} data-path="images/scriptable-animation-system/14e0970baed0ed00f85f.png" />
</Frame>

<Accordion title="How to create a profile manually">
  [](#how-to-create-a-profile-manually)

  Right-click in any folder and go to **Create/KINEMATION/FPS Animator General/Animator Profile**
</Accordion>

* **Rig Asset** - assign previously created Rig Asset. It will provide bone data to all Animator Layers.

* **Blend In/Out Time** - defines the blending time for this Profile in seconds.

* **Ease Mode** - the easing function for the blending.

To add a new **Animator Layer**, click on the *Add Animator Layer* button and select the desired type from the list:

<Frame caption={"All layers."}>
  <img src="https://mintcdn.com/kinemation/IMbHDDWE_rjJU7jO/images/scriptable-animation-system/a551ff782d1a340e4d86.png?fit=max&auto=format&n=IMbHDDWE_rjJU7jO&q=85&s=568d5e435d6d40bb988320ac36784a9c" alt="" width={269} data-path="images/scriptable-animation-system/a551ff782d1a340e4d86.png" />
</Frame>

You can copy/paste layer settings by right-clicking on the layer:

<Frame caption={"Context menu."}>
  <img src="https://mintcdn.com/kinemation/IMbHDDWE_rjJU7jO/images/scriptable-animation-system/c1a9867f4e1f75777836.png?fit=max&auto=format&n=IMbHDDWE_rjJU7jO&q=85&s=b16f72a3bc2c2e96403c79a79d75ad74" alt="" width={396} data-path="images/scriptable-animation-system/c1a9867f4e1f75777836.png" />
</Frame>

<Tip>
  **Tip:** now you can start adding Animator Layers to the profile. There are no mandatory layers for the system, which makes it incredibly flexible not just for items or weapons, but for gameplay situations as well.
</Tip>

Usually, for any item or weapon-related profile the order of layers is similar to this:

1. Pose Sampler Layer

2. Other layers

3. Ik Layer

<Tip>
  **Tip**: Pose Sampler will position the weapon bone and IK targets, which later will be modified by other procedural layers, and finalized by applying the inverse kinematics for arms and legs.
</Tip>

You can find out more about each layer and its settings in [Animator Profiles](/scriptable-animation-system/fundamentals/animator-profiles) section.

***

In the next section, we will learn how to apply **Animator Profiles** in runtime using a Linking mechanism.
