> ## 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.

# ◻️FPS Offset

> Documentation for ◻️FPS Offset.

## Overview

This modifier lets you apply offsets to the weapon and hands IK targets:

<img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/19bf42af8d1f13a17b31.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=cafb56049b65509825793b7e80584685" alt="" width={439} data-path="images/cas/19bf42af8d1f13a17b31.png" />

#### Bones

* Ik Weapon Bone is set to IK weapon\_bone, and it represents the weapon animated pose.

* Ik Weapon Bone Aim represents the weapon default idle pose, which is used for aiming.

* Ik Hand Right/Left is an IK bone target for the right/left hand.

#### Offsets

* **Weapon Bone Offset** is a rotation and translation offset for the Ik Weapon Bone in component space.

* **Right**/**Left Hand Offset** is a rotation and translation offset for the Ik Right/Left Hand relative to the weapon.

## Use-cases

This modifier is generally used to adjust the weapon pose in first-person view. It's recommended to bind offset values from a scriptable objects, character controller or a weapon:

<Frame caption={"Exanple from the demo content."}>
  <img src="https://mintcdn.com/kinemation/nSDKyNrRREbGib1F/images/cas/72f2c8c08680d81e77f7.png?fit=max&auto=format&n=nSDKyNrRREbGib1F&q=85&s=147fc6cbead0e903dc03aaf5b9c82dc2" alt="" width={563} data-path="images/cas/72f2c8c08680d81e77f7.png" />
</Frame>

In the FPS Addon Demo, weapon animation data is stored in a scriptable object. This **FPS Offset** modifier links that data asset with the animation system.

**FPS Offset** is usually placed after the [FPS Copy Bones](/cas/fps/modifiers/fps-copy-bones), additional Copy Bone, and the Attach Hand modifiers:

<img src="https://mintcdn.com/kinemation/zfSCxGML5W5QOyC1/images/cas/b22454d9f2f49b80c774.png?fit=max&auto=format&n=zfSCxGML5W5QOyC1&q=85&s=32ff52ab4312ba1971269f91089d8b98" alt="" width={381} data-path="images/cas/b22454d9f2f49b80c774.png" />

It's also possible to add multiple FPS Offsets to the same Procedural Animation Settings asset:

<Frame caption={"Multiple FPS Offsets from the demo."}>
  <img src="https://mintcdn.com/kinemation/zfSCxGML5W5QOyC1/images/cas/be62bcf4a5d375a1fb85.png?fit=max&auto=format&n=zfSCxGML5W5QOyC1&q=85&s=103c521d311f64535be06311b4920a94" alt="" width={368} data-path="images/cas/be62bcf4a5d375a1fb85.png" />
</Frame>

In this example, there're 3 offset modifiers used for different gameplay situations. To make these modifiers active only in certain situations, use the Weight Overrides feature:

<Frame caption={"Weight Overrides."}>
  <img src="https://mintcdn.com/kinemation/zfSCxGML5W5QOyC1/images/cas/c1553e1a008b8d4bfa31.png?fit=max&auto=format&n=zfSCxGML5W5QOyC1&q=85&s=b22024d8c2ac6b7a15b22da8ae3546e2" alt="" width={428} data-path="images/cas/c1553e1a008b8d4bfa31.png" />
</Frame>

This override will activate the modifier only when the player is in first-person view.
