> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/main-components/weapon-manager/bow.md).

# Bow

## Overview

The Bow component is an extension of the Shooteable component. It has all the properties from the shootable, plus some extra settings for creating a bow, bending the bow and using the bow knot to parent to the character's hand.

<figure><img src="/files/h01MKZBOMyRbzk6daknT" alt="" width="563"><figcaption></figcaption></figure>

## Common  Properties

Please check MShootable and MWeapon Properties to understand what every common property does.

## Requirements (Bow)

To create a bow you will need a skinned bow mesh with bones along the bow:

<figure><img src="/files/ZtGwU2yXKnb9bqzc636z" alt=""><figcaption></figcaption></figure>

An **Arrow Point** gameObject to place the Arrow Tip, and a **Knot** GameObject to place the arrow back.

<figure><img src="/files/ZuVja4qI9HZwFK0fKS5k" alt=""><figcaption></figcaption></figure>

## Parameters

<figure><img src="/files/h01MKZBOMyRbzk6daknT" alt="" width="563"><figcaption></figcaption></figure>

### **Knot**

Reference for the Game object that moves the cord of the Bow. This will be placed on the hand of the character.

<figure><img src="/files/XBGvYURyEjLprr1NgKLf" alt=""><figcaption></figcaption></figure>

### KnotHand Offset

Offset between the Hand bone position and the Knot

<figure><img src="/files/smOOvlLen03Y4i374j5e" alt=""><figcaption></figcaption></figure>

### Default Knot Position

The default position of the Knot when the bow is not bent. ⚠️<mark style="color:red;">**This value needs to be stored in the editor. Use the \[C] button**</mark>

<figure><img src="/files/N36B3Wi5SWU9SSf4NmjQ" alt=""><figcaption></figcaption></figure>

### Upper Chain&#x20;

Reference for the Upper bones of the bow&#x20;

### Lower Chain

References for the lower bones of the bow

### **Store Initial BowPosition and Rotation**

Use this button to store the default position and rotation of the lower and upper bones of the bow when the bow is not bent. ⚠️<mark style="color:red;">**These values need to be stored in the editor.**</mark>&#x20;

<figure><img src="/files/tqcIUIrPVJHxJRHiFuPC" alt=""><figcaption></figcaption></figure>

### Upper Rotation Axis

Which Axis is going to be used to Bend the bow in the upper chain

### Lower Rotation Axis

Which Axis is going to be used to Bend the bow in the lower chain

### Max Tension

How Far the bow is going to bend

### Bow Tension Preview

You can preview bow bending right in the editor. But first, make sure all the Initial values for the chains and Knot are stored.

<figure><img src="/files/q9OmVI5Ii0cLUPV0FNdM" alt=""><figcaption></figcaption></figure>
