Simple Fantasy //Weapons Animation usage To animate the weapons you will need to set mechanim parameters in the character Animator and parent the weapon mesh under the right hand jnt Parent weapon meshlocation - /Simple_Characters /Root_jnt /Hips_jnt /Body_jnt /Spine_jnt /UpperArm_Right_jnt /LowerArm_Right_jnt /Hand_Right_jnt //Mechanim parameters Shoot_b - Activates shoot FullAuto_b - Enables full auto if avaliable (AssultRiffle01,02 and subMachineGun) Reload_b - Reloads the current gun Jump_b - will make the character jump Death_b - will kill the character DeathType_int - Will select the type of death animation 1 = Back death 2 = Front death Static_b - Will turn root motion on and off Grounded_b - will play a falling animation when not grounded Animation_int - selects an idle animation to play 0 = normal idle 1 = Crossed Arms 2 = HandsOnHips 3 = Check Watch 4 = Sexy Dance 5 = Smoking 6 = Salute 7 = Wipe Mount 8 = Leaning against wall 9 = Sitting on Ground WeaponType_int - Sets the type of weapon animation to play 0 = No weapon 1 = Pistol 2 = AssultRifle01 3 = AssultRifle02 4 = Shotgun 5 = SniperRifle 6 = Rifle 7 = SubMachineGun 8 = RPG 9 = MiniGun 10 = Grenades 11 = Bow 12 = Melee MeleeType 0 = Stab 1 = One Handed 2 = Two Handed Head_Horizontal_f and Head_Vertical_f - Control the head direction Each weapon animation will require a new Body_Horivontal_f and Body_Vertical_f value for Idle, Walk and Run No weapon Idle = 0 , 0 No weapon Walk = 0 , 0 No weapon Run = 0 , 0 Pistol Idle = 0 , 0 Pistol Walk = 0 , 0 Pistol Run = 0 , 0.2 Grenades Idle = 0 , 0 (set speed to 0 when throwing a grenade) All other weapons Idle = 0 , 0.6 All other weapons Walk = 0 , 0.6 All other weapons Run = 0.3 , 0.6