> ## 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.

# ◻️Procedural additives

> This page explains how animated weapon motion and recoil are applied to the weapon.

## Overview

`ShooterAdditiveFeature` applies authored motion from the mapped `weaponBoneAdditive` bone and runtime output from `RecoilAnimation` to the mapped weapon bone. It selects separate idle and moving scales for hip fire and ADS.

![Shooter Procedural Additives feature with space offset and idle, walk, hip, and ADS scales](https://docs.kinemation.xyz/images/shooter-core/unity/shooter-additive-feature.png)

Procedural Additives scales for hip fire and ADS.

| Field | Effect |
| - | - |
| **Weight** | Blends the complete additive and recoil result. |
| **Space Offset** | Rotates additive translation into the character's expected axis space. |
| **Additive Scale / Idle** | Scales authored additive motion while stationary in hip fire. |
| **Additive Scale / Walk** | Scales authored additive motion while moving in hip fire. |
| **Additive Aim Scale / Idle** | Scales authored additive motion while stationary in ADS. |
| **Additive Aim Scale / Walk** | Scales authored additive motion while moving in ADS. |

## Use cases

* Keep **Space Offset** unchanged when using the Survival Pack example skeleton and animations.
* Use the shipped template as a baseline: hip idle `1`, hip walk `1`, ADS idle `0.35`, and ADS walk `0.35`.
* Reduce ADS scales when breathing or locomotion makes the sight picture unstable.
* Keep a small nonzero ADS scale when you want visible breathing and movement while aiming.
* Tune recoil through the equipped weapon's `RecoilAnimData`. RecoilAnimation calculates the recoil pose; this feature applies it to the weapon.

Movement state is inferred from the controller transform's frame-to-frame position. If your character moves a visual child instead of the object containing `GameplayAnimationController`, the feature may continue using the idle scale.

## Survival Pack setup

The base asset uses hip idle and walk scales of `1`, with ADS idle and walk scales of `0.35`. The DL700 override reduces ADS idle to `0.08` and ADS walk to `0.3`. Tune these values on the item asset; edit its recoil data separately when changing the firing kick.


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