> For the complete documentation index, see [llms.txt](https://kinemation.gitbook.io/scriptable-animation-system/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/scriptable-animation-system/fundamentals/animator-layers/additive-layer.md).

# Additive Layer

## Description

**Additive Layer** has 2 main functions: weapon recoil and curve-based animations.

Curve-based animations are extracted from the **WeaponBoneAdditive** Game Object, which is animated by the *Animator Controller*:

<figure><img src="/files/GHbtDdFSgX7uaSKxsTdR" alt="" width="418"><figcaption></figcaption></figure>

{% hint style="success" %}
**Tip:** the demo project implements CurveEquip and CurveUnequip motions procedurally using this method. These animations only animate the WeaponBoneAdditive, so they do not affect other bones.
{% endhint %}

The procedural recoil is extracted from the [Recoil Animation](/scriptable-animation-system/recoil-system/recoil-animation.md) component.

## Properties

<figure><img src="/files/ffNgPkL0osoSDEutq6Gm" alt="" width="362"><figcaption><p>Additive Layer Settings.</p></figcaption></figure>

* **Additive Bone**: an element used to extract the additive animation.
* **Interp Speed**: smoothing speed for curve animations.
* **Aiming Input Property**: float property which will scale down effect of curve animations.
* **Ads Scalar**: a multiplier which will scale down the curve animations influence when aiming. It is used to reduce procedural motion when aiming.
