> ## 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.

# ◻️Ads Modifier

> Documentation for ◻️Ads Modifier.

## Overview

**Ads Modifier** is used to procedurally aim down sights.

<img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/41cbea5fbed6b55f9864.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=b9a26c84b9e2ab1b85748c034addef9c" alt="" width={440} data-path="images/cas/41cbea5fbed6b55f9864.png" />

#### Inputs

* **Aim Point** is a transform that will be aligned with your camera. It's possible to bind an external value to this property (e.g., aim point transform provided by the weapon).

* **Is Aiming** defines if the aiming or not. It's recommended to bind here a value from a player controller or a weapon.

#### Bones

* **Weapon Bone** is the bone will be translated and rotated to align sights with the camera. By default, it's set to **IK weapon\_bone**.

* **Hip Target Bone** is a bone that will be used to compute additive aiming. By default, it's set to the **IK weapon\_bone\_r**.

* **Aim Target Bone** is a bone will be used as an aiming target. Usually, it is a camera socket attached to the head.

#### ADS Blends

* **Position**/**Rotation Blend** Blend between absolute and additive aiming.

* **Aiming Speed**: Playrate of the aiming transition.

* **Aiming Ease Mode**: Interpolation function for the aiming transition.

* **Aim Point Speed**: Speed of changing the aim point transform.

* **Aim Point Ease Mode**: Interpolation function for the aim point transition.

* **Camera Blend**: If set to 0, the weapon will be moved to aim down sights. If set to 1, the camera will be moved instead.

## Use-cases

This modifier is commonly used for aiming down sights (ADS). There are 2 types of aiming:

1. **Absolute**: completely overrides the base pose, keeping the sights always aligned.

2. **Additive**: applies on top of the base pose, keeping the animations, but not always aligning sights.

Using blend values for different translation and rotation axes can give a nice effect when playing animations in the ADS mode.

<Tip>
  **Tip**: For example, when playing a reload animation, it is necessary to propagate some motion to the aiming pose — adjusting blend factors will help with that.
</Tip>
