Weapon Bone
To fully integrate tactical animations with your animator controller, it’s essential to add a Tactical Weapon Bone component to your character: This component will correctly position the weapon relative to the right hand at runtime. If you use a custom model with retargeted animations, assign your custom IK bones here (for more see Integrating Animations). Parent your guns to the ik_hand_gun (or a weapon bone):Avatar Mask
Now we need to create an Avatar Mask that will affect our upper body and IK bones. Right-click and choose Create ▸Animation ▸ Avatar Mask. Then, choose your avatar and select the upper body bones: Next, check the weapon bone and IK bones for hands:Tip: Weapon bone and hand IKs are important for correctly positioning the weapon.
Animator Controller
Create a new or use an existing layer for playing actions (e.g., reloads, mag checks, inspects, etc.), and assign the new upper body mask: Finally, add animation clips to this layer: To play animations from code, use Unity-provided API:Spine Stabilization
By default, the lower-body locomotion will always affect the upper body. This makes the first-person view unstable when moving around.
To fix this issue, go to the Tactical Procedural Animation component and set the
Spine Stabilization to 1:

Tip: This field is public, meaning you can update it dynamically in code.
