private void TrembleAcceleration()
            {
                Vector3 upperArmAccel = FinchCore.GetBoneGlobalAcceleration(bone);
                float   acceleration  = (upperArmAccel - Vector3.up * g).sqrMagnitude;

                if (Mathf.Abs(acceleration - lastAcceleration) > accelerationBorder)
                {
                    if ((acceleration - lastAcceleration > 0) != directionUp)
                    {
                        directionUp = !directionUp;
                        TrembleCount++;
                    }

                    lastAcceleration = acceleration;
                }
            }