Gliding system offset to pivot

I am so close to finishing this system, but i was wondering, how would I add an offset to this so that it does not tilt around the root motor6d? I tried using the neck but that is not working

https://gyazo.com/f0c3dc65fe1296af552d2f8df983f314

RunService.RenderStepped:Connect(function(deltaTime)
	if isGliding then
		
		local isMouseMoving = lastmouseDelta > idleThreshold

		if not isMouseMoving then
			lastmouseDelta = math.max(0, lastmouseDelta - deltaTime * 5)
		end

		if isMouseMoving then
			local Delta = UserInputService:GetMouseDelta()
			local Value = math.sign(Delta.X)    
			lastmouseDelta = math.abs(Delta.X)

			if Value > 0 then
				Tilt = math.max(-MaxTilt, Tilt - 1)
			else
		
				Tilt = math.min(MaxTilt, Tilt + 1)
			end

		else
			TargetTilt = 0
		end

		local lerpFactor = 0.05 
		if isMouseMoving then
			lerpFactor = 0.01 
		end
		Tilt = Tilt + (TargetTilt - Tilt) * lerpFactor
		
		Character.LowerTorso.Root.C0 = CFrame.Angles(0, 0, math.rad(Tilt))
	end
end)

mouse.Move:Connect(function()
	lastmouseDelta = math.abs(UserInputService:GetMouseDelta().X) 
end)

Could you please explain a bit more about the problem and what you envision for what you want the player to act?

All good I fixed it. No need for the help

Could you post how you solved it for people in the future?

My bad, I just left it as is. There definitely is a solution idk if tho