> ## 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.

# ◻️IK Motions

> Documentation for ◻️IK Motions.

## Overview

**IK Motion** is a modifier that is used to play additive transition animations, like aiming for example.

<Frame caption={"IK Motion modifier."}>
  <img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/3fb50c834059a44069a2.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=704a1cc9eb4eb865fa20a82a33b5fcd6" alt="" width={396} data-path="images/cas/3fb50c834059a44069a2.png" />
</Frame>

* **Bone To Animate**: A Bone that will be animated by this motion.

* **Rotation**/**Translation Curves**: Animation curves that will animate the bone.

* **Rotation**/**Translation Scale**: Scale multipliers for each rotation/translation axis.

* **Blend Time**: Blend in time in seconds.

* **Play Rate**: Playback speed.

* **Auto Blend Out**: Whether to automatically blend out the motion upon completion.

## Use-cases

IK Motion is used to play a dynamic additive animation on IK bones. For example, it can be used to add a "jiggle" effect when aiming.

Unlike other modifiers in CAS, IK Motion can be instantiated as a standalone Scriptable Object via right-click **Create/KINEMATION/CAS/Addons/FPS/IK Motion**.

To play an IK Motion in runtime, the `UpdateAnimationModifier` method should be used:
