void CheckRestrictions (BoneEntity boneEntity)
	{
		
		// FIRST STEP IS TO CONVERT LINK QUATERNION BACK TO EULER ANGLES
		Vector3 euler = boneEntity.bone.rotation.eulerAngles;
		
		// CHECK THE DOF SETTINGS
		if (euler.x > boneEntity.restrictionRange.xMax)
			euler.x = boneEntity.restrictionRange.xMax;
		if (euler.x < boneEntity.restrictionRange.xMin)
			euler.x = boneEntity.restrictionRange.xMin;
		if (euler.y > boneEntity.restrictionRange.yMax)
			euler.y = boneEntity.restrictionRange.yMax;
		if (euler.y < boneEntity.restrictionRange.yMin)
			euler.y = boneEntity.restrictionRange.yMin;
		if (euler.z > boneEntity.restrictionRange.zMax)
			euler.z = boneEntity.restrictionRange.zMax;
		if (euler.z < boneEntity.restrictionRange.zMin)
			euler.z = boneEntity.restrictionRange.zMin;
		
		// BACK TO QUATERNION
		boneEntity.bone.localRotation = Quaternion.Euler (euler);
	}