> ## 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.

# Making adjustments

> This page explains how to adjust animation blending and weapon poses for your character.

## Before you begin

Complete [Character setup](https://docs.kinemation.xyz/survival-pack/unity/get-started/character-setup.md) and bake at
least one item's animations. Start with an idle pose, then test the same
changes while moving, aiming, and using the item.

## Choose what to adjust

Use **Gameplay Animation Controller** for character-wide
settings such as the skeleton mapping and overall **Weight**.
Use the equipped item's **Procedural Asset** for item
position, grip offsets, ADS, sway, and recoil application.

Equipping an item changes the procedural asset on the character. Check the
active item's asset before editing a different profile.

![PA\_SurvivalPack\_Base with its ordered procedural feature list](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unity/images/survival-pack_survival-base-procedural-asset.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=3a95e950efd08c68c881d56d43782c36)

Inspect the shared Survival procedural asset, then edit the active item’s override.

If the item is in the wrong place, start with
[Viewmodel offset](https://docs.kinemation.xyz/survival-pack/unity/general/features/viewmodel-offset.md). If the sights are
off-center, check [ADS](https://docs.kinemation.xyz/survival-pack/unity/general/features/ads.md). If locomotion changes the arm
pose too much, adjust the clip's blending curves.

`PA_SurvivalPack_Base` holds common settings. Use the matching `PA_SurvivalPack_<Item>` override for changes that should affect only one item. Its overlay controller also selects continuous poses such as axe blocking, bow aiming, and throw preparation.

## 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.
<table><thead><tr><th>Property</th>
<th>Effect</th></tr></thead>
<tbody><tr><td>**Base Weight**</td>
<td>Blends from locomotion at `0` to the overlay at
`1`.</td></tr>
<tr><td>**Additive Weight**</td>
<td>Adds locomotion motion relative to the Base Pose onto the overlay.</td></tr>
<tr><td>**Local Weight**</td>
<td>Preserves the overlay's local bone pose as the value approaches
`1`.</td></tr>
<tr><td>**Weapon Bone Weight**</td>
<td>Blends hand-relative weapon alignment toward the right hand at
`1` or left hand at `-1`. Use `0`
to keep the animated weapon transform.</td></tr></tbody></table>

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, use, and item
switching. For a firearm, also test firing and reload. Check both hands
and the item from the camera views your game uses.

For a full-body character, also check the legs and spine while moving.
Keep an action's required grip while allowing the body to follow
locomotion. Use the [Animation system](https://docs.kinemation.xyz/survival-pack/unity/general/animation-system.md)
reference when you need to understand how the weights combine.


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