protected override void Start()
        {
            base.Start();

            // Find the IK components
            aim = GetComponent<AimIK>();
            ik = GetComponent<FullBodyBipedIK>();

            // Disable the IK components to manage their updating
            aim.Disable();
            ik.Disable();

            // Presuming head is rotated towards character forward at Start
            headLookAxis = ik.references.head.InverseTransformVector(ik.references.root.forward);

            fpsCamDefaultRot = firstPersonCam.transform.localRotation;

            // Enable the upper-body aiming pose
            animator.SetLayerWeight(1, 1f);
        }
        protected override void Start()
        {
            base.Start();

            // Find the IK components
            aim = GetComponent<AimIK>();
            ik = GetComponent<FullBodyBipedIK>();

            // Disable the IK components to manage their updating
            aim.Disable();
            ik.Disable();

            fpsCamDefaultRot = firstPersonCam.transform.localRotation;
        }