> ## 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.

# ◻️Modify Bone Chain

> Documentation for ◻️Modify Bone Chain.

<iframe src="https://iframely.net/WcsNr18R" title="Embedded content" allow="encrypted-media *;" allowFullScreen className="w-full aspect-video rounded-xl" />

## Overview

**Modify Bone Chain** has the same function as Modify Bone, but it applies translation and rotation to a chain of bones.

<Frame caption={"Modify Bone Chain."}>
  <img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/288342d40e456873c73c.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=018cee5a346c1519efa64a84e2116ebc" alt="" width={440} data-path="images/cas/288342d40e456873c73c.png" />
</Frame>

* **Chain To Modify** — bones that will be affected.

* **Position** — translation offset; it's possible to bind an external value here.

* **Rotation** — rotation offset; it's possible to bind an external value here.

* **Space** — what space the offset will be applied in.

* **Mode** — whether to add or replace bone transforms.

## Use-cases

This modifier is useful when there's a need to rotate multiple bones at once. For example, the FPS Add-on uses this feature to implement trigger discipline:

<img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/4598b8b680349624f4fe.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=409d8ca7dfd168dfec0c46bbbf66efe4" alt="" width={438} data-path="images/cas/4598b8b680349624f4fe.png" />

<Tip>
  **Tip**: When a character is sprinting, this layer will apply 45 degree rotation around the Z axis for the right index finger bones.
</Tip>
