Documentation

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Rotations

Rotations makes your client-side character model reflect the server-side rotations being sent by combat modules such as KillAura, Aimbot, or CrystalAura. Without this module, your character visually faces wherever you are looking — even though the server sees a different yaw and pitch. Enabling Rotations keeps what you see consistent with what the server registers, so you can tell at a glance where your character is actually aiming.

You can choose which body parts follow the server rotation (head, body, or both) and optionally add a small amount of visual smoothing so rapid rotation snapping appears less jarring on screen. Two optional overlays — a line and a dot — can be enabled by setting their alpha above zero, drawing a vector in the world that shows the exact direction of the current server-side rotation in real time.

This module is enabled by default because it is a purely visual aid with no gameplay downside; disabling it simply causes your character model to stop mirroring server rotations.

Category: Render Enabled by default: Yes

Settings

SettingTypeDefaultRangeDescription
BodyPartMulti-SelectHead, BodyHead, BodyWhich body parts visually follow the server-side rotation. Select Head, Body, or both.
SmoothDecimal0.00.0–0.3Visually interpolates the model rotation toward the server rotation each tick. Higher values create a smoother but slightly delayed appearance. Set to 0.0 to disable smoothing.
VectorLineColorColor (including alpha) of the line drawn from your eye position toward the server-side aim direction. Set alpha to 0 to hide the line.
VectorDotColorColor (including alpha) of the dot drawn at the end of the server-side aim vector. Set alpha to 0 to hide the dot.

Last updated: 2026-06-08 — Based on source code