> ## 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.

# ◻️Sway Modifier

> Documentation for ◻️Sway Modifier.

## Overview

**Sway Modifier** is used to dynamic weapon translation and angular offset when aiming and moving.

<img src="https://mintcdn.com/kinemation/zfSCxGML5W5QOyC1/images/cas/d0d4ee836a0381a7b677.png?fit=max&auto=format&n=zfSCxGML5W5QOyC1&q=85&s=ba8fee4aa40915a87ddaba6c1a07794b" alt="" width={437} data-path="images/cas/d0d4ee836a0381a7b677.png" />

#### Bones

* **Weapon Bone** is the bone that will be animated.

* **Weapon Additive Bone** is an option bone that contains additive motion. This can be useful if you want to apply movement animations

#### Inputs

* **Delta Look Input** is the delta look input of the player.

* **Move Input** is the movement direction input property.

* **Is Aiming** adjusts values if player is aiming.

#### Spring Sway

* **Movement**/**Aiming Sway**

  * **Position**/**Rotation**

    * **Damping**: Oscillation suppression factor in range \[0;1].

    * **Stiffness**: Oscillation factor in range \[0;1].

    * **Speed**: Interpolation speed.

    * **Scale**: Final value multiplier.

  * **Damping Factor**: How fast sway will interpolate to zero.

  * **Space**: The space sway will be applied in.

#### Curve Animation

* **Space Offset** transfroms the additive animation from a custom space.

* **Ads Curve Scale** controls the influence of additive animations when aiming.

  * **Ads Curve Smoothing** is interpolation

## Use-cases

While the most common application is the weapon sway effect, this modifier can also be used to animate other parts of the body.

<Tip>
  **Tip**: For example, it can be used to animate hands or even a character's spine when moving around.
</Tip>

When it comes to adjusting the values, here are the general recommendations:

1. Damping factor should be around \~0.4-0.5 — this has proved to be more natural in practice.

2. Stiffness should be a bit higher than Damping, around \~0.6-0.7 — this will add that spring or jiggle effect to the sway.

3. Speed depends on how fast the effect should happen. Setting different values for position and rotation might add variety to the motion and make it feel less "procedural".

4. Space should be set to "Component" most of the time. "Bone" might be useful if you want to take the bone's rotation into account.
