To turn on or off the aiming weapon feature at runtime, you can manipulate the IK constraint's mix value. The mix value determines how much influence the IK constraint has over the bones. By setting the mix value to 1, the IK constraint is fully active, and the character will aim at the target bone. By setting it to 0, the IK constraint is inactive, and the character will not aim. You can adjust this mix value at specific frames during runtime to control when the character should aim. This approach allows you to dynamically control the aiming without needing to modify the Spine resource itself.