> ## 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

> This page explains how to adjust the weapon position and hand IK targets.

## Overview

`ViewmodelOffsetSettings` adjusts the mapped weapon and hand IK targets without editing animation clips. Position values are in centimeters. A value of 10 moves the target by 0.1 Unity units.

![Viewmodel Offset feature with weapon pivot, weapon bone, right hand, and left hand transforms](https://docs.kinemation.xyz/images/gameplay-framework/unity/viewmodel-offset-feature.png)

Viewmodel Offset fields for the weapon pivot, weapon bone, and hand IK targets.

| 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 weapon relative to the character root. Use it to adjust where the weapon appears on screen. |
| **Right Hand Offset** | Adjusts the right-hand IK target relative to the character root. |
| **Left Hand Offset** | Adjusts the left-hand IK target relative to the character root. |

## 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 template pivot rotation when working from `PA_SurvivalPack_Base`. It aligns the weapon's model axes with the weapon bone.

For Survival Pack, each `PA_SurvivalPack_*` asset overrides this feature when a weapon needs its own placement. Start with the asset for a weapon that has a similar grip, then adjust its offsets.

## 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.

## Survival Pack setup

Use `PA_SurvivalPack_Base` for the shared pivot orientation. Override Viewmodel Offset on the matching item asset for local placement. For example, `PA_SurvivalPack_Spear` and `PA_SurvivalPack_DL700` share the base feature stack but use different weapon offsets.


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