# Dynamic Bones

**Dynamic Bone** is a bone or a Game Object that allows animating bones in a different space. To make a Dynamic Bone, add the Dynamic Bone component:

<figure><img src="https://1519747473-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FrZsugF4ifwEvaFE7BvLB%2Fuploads%2FFKikRKJKQYZUN5Ca1czb%2Fimage.png?alt=media&#x26;token=65d2bf76-e9af-4899-8793-4d4e2995a2c1" alt="" width="411"><figcaption><p>Dynamic Bone component.</p></figcaption></figure>

* **Target**: This bone will be the animation source.
* **Update Mode**: Whether to affect this bone by animations.
* **Apply Blending**: Whether to include this bone in blending.

## How to use it

Dynamic Bones are quite useful when we want to take one bone's animated transform and move it to a different space.

For example, let's say we have a weapon bone, which is not parented to the right hand. To fix this, we can create a Dynamic Bone that will be parented to the right hand, targeting the gun bone:

<figure><img src="https://1519747473-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FrZsugF4ifwEvaFE7BvLB%2Fuploads%2FIyDkXA2VD1dwH7UzHU90%2Fimage.png?alt=media&#x26;token=7a154b30-4fc8-44ef-923e-d5889e07e426" alt="" width="411"><figcaption><p>Dynamic Bone example.</p></figcaption></figure>

This Dynamic Bone will be animated just as ik\_hand\_gun, but as if it were parented to the right hand. As a result, our weapon will be positioned correctly at all times.

Another example is left-hand IK. Instead of using a transform to attach the left hand, we can create a Dynamic Bone and parent it to the right hand:

<figure><img src="https://1519747473-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FrZsugF4ifwEvaFE7BvLB%2Fuploads%2FxuvpCrVsvvSXf5NXcJ39%2Fimage.png?alt=media&#x26;token=8184312b-43f1-40a8-8ddb-696a4b4db6be" alt="" width="412"><figcaption><p>Left hand example.</p></figcaption></figure>

This will make the Dynamic Bone take the left-hand transform, but still be parented to the right hand, just as if it were attached to it!

## How update modes work

This property defines when the Dynamic Bone will be updated:

* **Default**: after the "Overlay Animation Slot" in the [Playable Graph](https://kinemation.gitbook.io/character-animation-system-docs/character-animation-system/architecture).
* **Preserve Overlay**: after the "Overlay Pose" and before the "Overlay Animation Slot".

In most cases, the update mode should be set to "Default", unless there is a need always to keep the original pose.


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