This layer consists of a single state - base idle weapon pose. This is usually a static animation clip of a character holding a weapon. It’s main purpose is to positiong the gun and IK bones.
This layer applies general movement animations, like idle, walk, spring and jump. These clips are applied via IK, so that’s why procedural layer uses a special Avatar Mask that mainly affects the ik_hand_gun_additive bone:
Mask_GunAdditive Avatar Mask.
Tip: ik_hand_gun_additive is not a native bone, it was added as an empty Game Object in Unity. To use it with your custom skeleton, just add such a Game Object to the root bone.
This animation layer contains all weapon-specific actions, like draw/holster, reload, mag check, inspect and attachment clips.The Tactical Shooter Pack plays states fom this layer in the weapon component, and once the action is over - it will blend out to the idle pose.
This layer implements the pistol quick draw mechanic in the pack. Simply put, it allows the player to draw a pistol while holding a weapon in the left hand.This layer is additive, so it’s applied on top of the current weapon pose smoothly. Thanks to this setup, a single animation can be used with different guns.
AC_TacFPS_Character is a template controller, so weapons don’t use it directly, but instead they use override controllers. You can find such controllers in weapon-specific animation folders: “KINEMATION/TacticalShooterPack/Animations/”.These are the character override controllers currently used in the asset:
OC_FP_WK-11_Viper
OC_FP_TR15
OC_FP_Herrington_11-87
OC_FP_SRM-12
Tip: Such override controllers use the same naming convention - OC_FP_WeaponName.
When a weapon is equipped, it will replace the current animator controller its custom override using this code snippet:
The Operator skeleton features special bones to drive IK and camera:
Skeleton structure.
Here’s what bones are important in this pack:
ik_hand_root: this is the main IK bone that positions the gun; it’s main purpose is to position the gun.
ik_hand_gun: this is the pivot IK bone that follows the ik_hand_root; it’s used to position the gun relative to the left hand when quickly using a pistol mechanic.
ik_hand_r: this is an IK target for the right hand.
ik_hand_l: this is an IK target for the left hand.
ik_hand_gun_additive: this bone is used for general movement, like idle, walk, sprint and jump.