> ## 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.

# 🧍‍♂️Character

> In this section we will cover how character animation works in the pack.

## Animator Controllers

**Tactical Shooter Pack** relies on Animator Controllers to apply animations:

<Frame caption={"AC_TacFPS_Character controller."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/b1156696f6e402650fde.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=8a33daac1847b0ccfb914775755fa4a1" alt="" width={485} data-path="images/tactical-shooter-pack/unity/b1156696f6e402650fde.png" />
</Frame>

Let's break down each animation layer to better understand how they work.

### Idle

<Frame caption={"Idle layer."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/5fa12d0e5ac48419bc88.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=88cdbfd936ca96bd5d6228b3157d10be" alt="" width={272} data-path="images/tactical-shooter-pack/unity/5fa12d0e5ac48419bc88.png" />
</Frame>

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.

### Procedural

<Frame caption={"Procedural layer."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/952f3de5faa43533a926.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=9dd276111b9a32d28f261378501a8dd8" alt="" width={404} data-path="images/tactical-shooter-pack/unity/952f3de5faa43533a926.png" />
</Frame>

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:

<Frame caption={"Mask_GunAdditive Avatar Mask."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/9159cbd92c11f8742849.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=7c5a3c8bc1aa96254a2c12d5684ebab2" alt="" width={361} data-path="images/tactical-shooter-pack/unity/9159cbd92c11f8742849.png" />
</Frame>

<Tip>
  **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.
</Tip>

### Actions

<Frame caption={"Actions layer."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/9032e8fc581ed9b54c81.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=3bc0b4e78435ef927f3b08430f249bcb" alt="" width={512} data-path="images/tactical-shooter-pack/unity/9032e8fc581ed9b54c81.png" />
</Frame>

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.

### PistolQuickDraw\_Additive

<Frame caption={"PistolQucikDraw layer."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/32c2e2bcf1b3846f0a60.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=2c7f23fcb6c14934cbb277e45ba005bc" alt="" width={365} data-path="images/tactical-shooter-pack/unity/32c2e2bcf1b3846f0a60.png" />
</Frame>

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.

### PistolQuickDraw

This layer does the same job as the previous one. The only difference is that it's not additive, and it only overrides right hand fingers.

### Fire

<Frame caption={"Fire layer."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/eeae79cc0ed7ece2adef.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=fed167af58fed3378608b9ebec06a593" alt="" width={191} data-path="images/tactical-shooter-pack/unity/eeae79cc0ed7ece2adef.png" />
</Frame>

This layer is used to apply firing animations. It's additive, so it doesn't override the weapon pose.

## Override Controllers

**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:

1. **OC\_FP\_WK-11\_Viper**

2. **OC\_FP\_TR15**

3. **OC\_FP\_Herrington\_11-87**

4. **OC\_FP\_SRM-12**

<Tip>
  **Tip**: Such override controllers use the same naming convention - *OC\_FP\_WeaponName*.
</Tip>

When a weapon is equipped, it will replace the current animator controller its custom override using this code snippet:

## IK and Camera Bones

The Operator skeleton features special bones to drive IK and camera:

<Frame caption={"Skeleton structure."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/67417a84e10c3a90e15b.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=aed90f823d5272cdcf45e59886c465c3" alt="" width={231} data-path="images/tactical-shooter-pack/unity/67417a84e10c3a90e15b.png" />
</Frame>

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.
