> For the complete documentation index, see [llms.txt](https://kinemation.gitbook.io/fps-animation-framework/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kinemation.gitbook.io/fps-animation-framework/fundamentals/animation-layers/look-layer.md).

# Look Layer

This layer dynamically rotates character spine bones to look around and lean. The layer inspector includes 3 tabs:

<figure><img src="/files/miyOojSyNjmPkvIHiuFQ" alt="" width="368"><figcaption></figcaption></figure>

* **Blending:** contains general setting for smoothing.
* **Aim Offset:** contains settings for character spine rotation.
* **Leaning:** contains settings for leaning feature.

{% tabs %}
{% tab title="Blending" %}

* **Pelvis Layer Alpha** - controls how much pelvis is affected.
* **Pelvis Lerp Speed** - smoothing speed for pelvis alpha.
  {% endtab %}

{% tab title="Aim Offset" %}
AimOffset contains 2 lists of bones that are used for aiming.

<figure><img src="https://lh6.googleusercontent.com/ZnAJWhxbKPOK9KJLRKAAu4ZtuyITbKCrSB17PV_QYG40nrdTd_oYrDsRR2ZALkaGBKe3YuDoOrcbjr8RBLVe0D0oz9CfvXgOi4vvErOx8Uqz2BT5g9KbENxxeCxRC0rwh2hYrPsj8fT_tFCn8RtFL7Y" alt="" width="375"><figcaption></figcaption></figure>

Every element contains a reference to the bone transform, and maximum look angles: X is the max look Up/Right, and Y is the max look Down/Left.

{% hint style="info" %}
**Tip:** Goblin character has a tail, so we want it to be affected by aim offset, so just add the tailbone to the list and set Index Offset to 1 - now it’s not going to be changed by auto distribution.
{% endhint %}

#### AimOffsetTable

It’s possible to use a single set of bones and angles for all weapons, but practically speaking, almost all the time we need different angles for different items or weapons.&#x20;

Once you are satisfied with the spine rotation of your character, click the **Save Table** button:

<figure><img src="https://lh3.googleusercontent.com/I2vQU4ctkjYcYomfu2wEKsb2kJRsFyd3Q_hYbVD9Hs6sJymlbEiynFZRduDFWkSfmCTeUdCPNFJrC9j-iRlJlL4O-ajbmA4R13RefQqHjwRWgh6yfF7Lnx3la6T22yCAxcdV62MB6tb00I-qsh9vPpE" alt="" width="375"><figcaption></figcaption></figure>

This will create an aim offset in the Assets directory. Now you can create multiple data assets for different items.&#x20;

Don't forget to specify the right aim offset in your weapon prefab!
{% endtab %}

{% tab title="Leaning" %}

* **Lean Amount** - defines the maximum leaning angle
* **Lean Speed** - defines leaning interpolation speed.

{% hint style="info" %}
**Tip:** leaning is using Look Right Aim Offset.
{% endhint %}
{% endtab %}
{% endtabs %}
