> ## 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.

# ◻️Attach Hand

> Documentation for ◻️Attach Hand.

## Overview

This modifier is used to attach the left hand to the weapon:

<img src="https://mintcdn.com/kinemation/nSDKyNrRREbGib1F/images/cas/91b2cfdd7fa84cfb7b4b.png?fit=max&auto=format&n=nSDKyNrRREbGib1F&q=85&s=97ca4e180e8a877fb697e41368aaa9a2" alt="" width={440} data-path="images/cas/91b2cfdd7fa84cfb7b4b.png" />

* **Default Hand Bone** is the default bone pose for the left hand. By default, it's set to IK hand\_l\_right.

* **Ik Hand Bone** is left-hand IK bone. The default value is IK hand\_l.

* **Ik Weapon Bone** is the IK weapon\_bone.

* **Fingers** is a bone chain that includes left-hand bone fingers.

* **Hand Pose** is an Animation Clip of the current grip pose.

* **Attach Transform** is the transform the hand will be attached to.

## Use-cases

The Attach Hand modifier can be used to implement custom grip poses for attachments. Here's an example from the example demo content:

<img src="https://mintcdn.com/kinemation/nSDKyNrRREbGib1F/images/cas/6b0a9a11dbe808f2a03d.png?fit=max&auto=format&n=nSDKyNrRREbGib1F&q=85&s=65ce8aaf738fbdae93cadc42a1c601f2" alt="" width={521} data-path="images/cas/6b0a9a11dbe808f2a03d.png" />

In this example, a weapon provides an animation pose and a target transform for the left hand.

<Info>
  **Note**: If the target transform is **null**, then the **Default Hand Bone** (IK hand\_l\_right) will be used instead.
</Info>

The **IK hand\_l\_right** is a dynamic bone that contains the idle left-hand pose relative to the right hand.
