> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/how-to-ac/create-a-shootable-weapon-from-scratch.md).

# Create a Shootable Weapon From Scratch

## Overview

Here are the steps for creating a shootable weapon from scratch. Let's use the pistol animations as an example for this exercise

## Animations

The animations for any Shootable weapon should be an upped body animation.

This animation will be masked to be played on the Upper Body Layer; Since these animations can be used while running, jumping, etc.

<figure><img src="/files/8jUiWOsh72lfqx0YJwyL" alt=""><figcaption></figcaption></figure>

To create a correct blend-tree, Aim and Fire animations in all directions are needed.&#x20;

South Positive, West, North, East, and South Negative animations are needed.

The shootable weapon can be used with only one animation when using **strafing** on the Animal Controller) but it won't be useful when riding a Horse. That is due to the horse moving on a different direction than the aiming direction&#x20;

### Aim Animations

The main aim animation needed is the North Aim animation (Aiming Forward)

<figure><img src="/files/BSqSfpiIdXP3wlfhlxbK" alt="" width="563"><figcaption><p>-South, West, North, East, and +South Animatinos for Aiming horizontally</p></figcaption></figure>

With these 5 animations you can create the proper Blendtree using the **Aim Horizontal** Animator Parameter

<figure><img src="/files/Wv4epP9ZD2tqBSElI4Jw" alt="" width="563"><figcaption></figcaption></figure>

### Fire Animations

<figure><img src="/files/lqM0qnB21S6ZO4pQxImq" alt="" width="563"><figcaption><p>-South, West, North, East, and +South Animatinos for Firing horizontally</p></figcaption></figure>

With these 5 animations you can create the proper Blendtree using the **Aim Horizontal** Animator Parameter

<figure><img src="/files/2kHxBixavPfK0dKixb7Y" alt="" width="563"><figcaption></figcaption></figure>

### Reload Animations

If the weapon can reload you will apply only one animation.

<figure><img src="/files/DBR9euGkTedUHzUI9h1N" alt="" width="548"><figcaption></figcaption></figure>

### Arm Pose Animations

There are several Arm Pose Animations created to hold weapons inside the Animal Controler, you can find those here in this path:

<figure><img src="/files/AYh9FevgxFhfpwjREuwG" alt="" width="407"><figcaption></figcaption></figure>

These are simple poses that are played in loop while the weapon is equipped

## Animator

## Mode

## Abilities

## IK
