> ## 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

> Adjust how the character holds and uses an item, then tune aiming and recoil for weapons.

## Find the item's settings

Open `Survival_FPS_Pack/Blueprints/Items/Settings` and choose the item's `DA_` asset. For example, the pot uses `DA_Pot`, the knife uses `DA_Knife`, and the hunting rifle uses `DA_DL700`. You can also find the assignment through **Animation Settings** on the item's view component.

Duplicate the asset and assign the copy to your view before changing it if you want independent settings.

![Survival DA animation settings assets for weapons, tools, and consumables](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/survival-pack_item-animation-settings-assets.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=d079a6b5450e174a6859ee5fa46f1b92)

The Settings folder contains pose and motion settings for weapons, tools, food, and medicine.

## Holding pose and position

**Idle Pose** sets how the character holds the item. **Overlay Class** and **Procedural Layer Class** select the Animation Blueprints that build its pose and add motion. Keep specialized overlays, such as the axe's blocking overlay or bow's aiming overlay, when changing their idle poses.

Expand **Viewmodel Offset** to adjust placement:

| Setting | What it changes |
| - | - |
| **Weapon Offset** | Moves or rotates the held item. This field also applies to tools and consumables. |
| **Right Hand Offset**, **Left Hand Offset** | Adjust the hand targets to correct the grip. |
| **Pivot Offset** | Changes the pivot used by procedural motion. |

![Viewmodel offset fields for pivot, item placement, and both hands](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationSettings_General_ViewmodelOffset.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=e67ae263a71bda213eabf9e5404c43b8)

Use the item offset for framing and the hand offsets for grip adjustments.

Test the idle pose and use actions after changing offsets. For example, check both holding the pot and lifting it to drink. See [Animation settings](https://docs.kinemation.xyz/survival-pack/unreal/general/animation-settings.md#viewmodel-offset) for the full reference.

## Movement

The **Idle**, **Walk**, **Sprint**, **Jump Start**, **Jump Loop**, and **Jump End** sections control the held item's motion for each movement state. **Motion** selects the animation, **Intensity** scales it, **Play Rate** changes its speed, and **Offset** adds a state-specific transform.

![Procedural movement settings for idle, walk, sprint, and jump states](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationSettings_ProceduralMovement.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=1dec5811dbbced0b074bcaac9f5757c3)

Each movement state has its own animation, strength, speed, and offset.

To reduce movement while standing still, lower **Idle ▸ Intensity**. Change the character's movement speeds on the character Blueprint; these settings change the animation.

## Use and secondary actions

Use animations are assigned on the item's view. Edit the character and item sides of the relevant montage pair together. The settings asset controls the holding pose, while the view chooses actions such as opening a lid, drinking, slashing, or reloading.

| Item | Where to adjust the action |
| - | - |
| Knife | `SlashMontages` on `AC_KnifeView`. |
| Spear | `HighAttackMontage`, `LowAttackMontage`, and `ThrowMontage` on `AC_SpearView`. |
| Food or medicine | `UseMontage` and `MaxUseTimes` on the consumable view. |
| DL700 | Firing and staged reload montage pairs on `AC_DL700View`. |

Keep [Launch Projectile](https://docs.kinemation.xyz/survival-pack/unreal/general/animation-notifies/launch-projectile.md) and [Use Consumable](https://docs.kinemation.xyz/survival-pack/unreal/general/animation-notifies/use-consumable.md) at the correct frames when replacing their animations.

## Weapon aiming and sway

For items that use shooter animation settings, **Ads Speed** and **Ads Easing** control the transition into aiming. **Ads FOV** sets the aiming field of view, while **Ads Additive Blend** controls how much additive motion remains.

![Shooter aiming settings for ADS speed, easing, FOV, and motion](https://mintcdn.com/kinemation/UM_aaEsISgGp3gjD/images/shooter-core/unreal/ShooterAnimationSettings_Aiming.png?fit=max\&auto=format\&n=UM_aaEsISgGp3gjD\&q=85\&s=b5e57e80a48396370b855ba10c58a449)

Aiming settings control the transition, field of view, and additional IK motion.

**Movement Sway** responds to movement; **Aiming Sway** responds to look input. Both have position and rotation settings. Start with **Scale** for strength, then adjust **Stiffness** and **Damping** for the spring response.

![Movement and aiming sway settings with position and rotation fields](https://mintcdn.com/kinemation/UM_aaEsISgGp3gjD/images/shooter-core/unreal/ShooterAnimationSettings_Sway.png?fit=max\&auto=format\&n=UM_aaEsISgGp3gjD\&q=85\&s=abfa69b12250ff8d895c0ce9ff7e46ce)

Position and rotation sway can be tuned independently.

## Rifle recoil and ammunition

The DL700 uses `RD_DL700` through **Recoil Data** on `DA_DL700`. Duplicate the recoil asset before changing kick, recovery, controller recoil, or camera shake. See [Recoil](https://docs.kinemation.xyz/survival-pack/unreal/general/recoil.md) for those settings.

Open your copied rifle Blueprint and select **Class Defaults** to change **Fire Rate**, **Max Ammo**, and **Active Ammo**. These control firing and ammunition. See [Weapons](https://docs.kinemation.xyz/survival-pack/unreal/general/items/weapons.md#hunting-rifle) for the DL700's reload stages.

Save the changes and press **Play**. Test the item while standing, moving, using it, and switching equipment. Check aiming and reloads when the item supports them. Change one setting at a time so you can compare the result.


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