> For the complete documentation index, see [llms.txt](https://unfinishedstudios1.gitbook.io/fp-motion/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://unfinishedstudios1.gitbook.io/fp-motion/components/motion-effects/breath.md).

# Breath

> **Idle animations** refer to [animations](https://en.wikipedia.org/wiki/Animation%20“Animation”) within [video games](https://en.wikipedia.org/wiki/Video_game%20“Video%20game”) that occur when the [player character](https://en.wikipedia.org/wiki/Player_character%20“Player%20character”) does not do any action (hence being [idle](https://en.wikipedia.org/wiki/Idle)).

## Description

The purpose this component has is to add a breathing effect to the object, to imitate an **idle** animation.

## How does it work?

Every frame a `sin()` function is used to determine the position and rotation of the object; we multiply the [Wave Data](/fp-motion/data/wave-data.md) by the result to allow you greater control over it.

## Tweaking the effect

The *Breath* component has two fields that can customize what the motion does. They have the following names: `positionWave` and `rotationWave`.

These are both [Wave Data](/fp-motion/data/wave-data.md), so they present the developer with an amplitude, and a rate.

The amplitude decides **what** directions the objects moves in, and the rate decides **how** fast that happens.

{% hint style="info" %}
The [State Data](/fp-motion/data/state-data.md) for the player’s current state has a multiplier for this effect.
{% endhint %}
