void OnThrowLaunch()
    {
        //wheel is on its own now, is no longer child of hand

        Throwable _projectile = armWheel.GetComponent <Throwable>();

        _projectile.parent        = armWheel.transform.parent;
        armWheel.transform.parent = null;
        _projectile.target        = playerMovement;
        Debug.Log(playerMovement.transform.position);
        armWheel.SetActive(true);
        _projectile.BeginFlight();

        //start an enumerator to force leaving the animation state - hopefully fixes the shoulder glitch
        StartCoroutine(ExitThrowAnimation());
    }