> ## 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.

# 🔫Weapons

> In this section we will cover how weapons are animated in the pack.

## Animator Controllers

Similar to the character, guns also use **Animator** to drive parts like magazine, bolt, trigger, etc.:

<Frame caption={"AC_TacFPS_Weapon controller."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/df24e5c607dc065f1a34.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=84e6a1b44119f3d0bab5c237a0a0a468" alt="" width={563} data-path="images/tactical-shooter-pack/unity/df24e5c607dc065f1a34.png" />
</Frame>

This animator consists of a single layer that has all the weapon-specific actions. These states are activated in the weapon script, and they are played together with character animations, so evreything is synced perfectly.

## Override Controllers

**AC\_TacFPS\_Weapon** is a generic controller, meaning it's never used directly, but instead it serves as a basis for Override Controllers:

<Frame caption={"TR15 override controllers."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/bd4b196c74cb2f775a4d.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=e95f4e4790759ecd218771ed40ab8dc7" alt="" width={370} data-path="images/tactical-shooter-pack/unity/bd4b196c74cb2f775a4d.png" />
</Frame>

TR15 and Herrington 11-87 are the weapons that use this kind of setup.

### WK-11 Viper

This weapon uses its own controller **AC\_W\_WK-11\_Viper**:

<Frame caption={"AC_W_WK-11_Viper controller."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/31a4f6d6b99e46ae7ef3.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=a3d0089dd9b51c250d23513ca7845c2f" alt="" width={408} data-path="images/tactical-shooter-pack/unity/31a4f6d6b99e46ae7ef3.png" />
</Frame>

This Animator consists of 3 layers for the purpose of preserving the bolt-slide when out of ammo.

* **ExcludeSlide**: This layer is used for animations that don't affect the bolt-slide directly.

* **Base Layer**: This layer animated all weapon parts.

* **Mag Only**: This layer is only used for mag checks.

### Oryx SRM-12

Similar to WK-11 Viper, this weapon also has its own controller **AC\_W\_Oryx\_SRM-12**:

<Frame caption={"Oryx SRM Animator."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/407820c4e6b05cdf8322.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=7a3294070478b9bad32488839aeb89d2" alt="" width={398} data-path="images/tactical-shooter-pack/unity/407820c4e6b05cdf8322.png" />
</Frame>

This Animator consists of 2 main layers:

* Base Layer: It's used for all actions aside from deploying/stowing bipods.

* Bipod: It's used to animate bipods only.

The reason for such separation is to preserve the pose of bipods when doing other actions (e.g., reloading or inspecting).
