> ## 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.

# Viewmodel offset

> Place the Sci-Fi weapon bone and correct the right- and left-hand IK targets without editing animation clips.

export const featureImageCaption_0 = "Viewmodel Offset fields for the weapon pivot, weapon bone, and hand IK targets."

export const featureImage_0 = 
  <img
    src="/images/gameplay-framework/unity/viewmodel-offset-feature.png"
    alt="Viewmodel Offset feature with weapon pivot, weapon bone, right hand, and left hand transforms"
  />

export const templateAsset_0 = "PA_Template_SciFi_FPS"

export const productName_0 = "Sci-Fi FPS Pack"

export const overridePattern_0 = "PA_SciFi_FPS_*"

## Overview

`ViewmodelOffsetSettings` adjusts the mapped weapon and hand IK targets without editing animation clips. Position values are authored in centimeters and converted to Unity units at runtime.

<Frame caption={featureImageCaption_0}>
  {featureImage_0}
</Frame>

| Field                   | Effect                                                                                                         |
| ----------------------- | -------------------------------------------------------------------------------------------------------------- |
| **Weight**              | Blends the complete feature from `0` to `1`.                                                                   |
| **Weapon Pivot Offset** | Moves and rotates the weapon around its own transform. Use it to correct the weapon's local axis or pivot.     |
| **Weapon Bone Offset**  | Moves and rotates the mapped weapon bone in character component space. Use it to place the complete viewmodel. |
| **Right Hand Offset**   | Applies a final component-space correction to the right-hand IK target.                                        |
| **Left Hand Offset**    | Applies a final component-space correction to the left-hand IK target.                                         |

## Use cases

* Correct the weapon axis with **Weapon Pivot Offset** before changing its screen position.
* Frame the weapon with **Weapon Bone Offset** after the pivot is correct.
* Use hand offsets only for small grip corrections. Large values can separate the hands from the authored pose.
* Keep the supplied pivot rotation when working from <code>{templateAsset_0}</code>. It converts the pack's authored weapon orientation into the runtime orientation expected by the mapped weapon bone.

For {productName_0}, each <code>{overridePattern_0}</code> asset overrides this feature when a weapon needs its own placement. Start from the nearest supplied weapon profile instead of rebuilding the offsets from zero.

## Runtime requirements

The feature resolves **Weapon Bone**, **IK Right Hand**, and **IK Left Hand** from the `GameplayAnimationController` skeleton. Missing hand IK targets disable only that hand correction. A missing weapon bone prevents weapon offsets from being applied.

## Sci-Fi workflow

Use `PA_Template_SciFi_FPS` for the shared pivot orientation. Edit the local Viewmodel Offset in the matching `PA_SciFi_FPS_*` asset to position one weapon. For example, `PA_SciFi_FPS_ARX` and `PA_SciFi_FPS_TP12` inherit the template and override only Viewmodel Offset and ADS.
