protected virtual void UpdateUpperLeg(LegSensor legSensor)
        {
            if (footTarget.upperLeg.target.transform != null)
            {
                if (legSensor.upperLeg.confidence.position > 0)
                {
                    footTarget.upperLeg.target.transform.position = HumanoidTarget.ToVector3(legSensor.upperLeg.position);
                }
                //else
                // footTarget.upperLeg.target.transform.position = footTarget.shoulder.target.transform.position + footTarget.shoulder.target.transform.rotation * footTarget.outward * footTarget.shoulder.bone.length;

                if (legSensor.upperLeg.confidence.rotation > 0)
                {
                    footTarget.upperLeg.target.transform.rotation = HumanoidTarget.ToQuaternion(legSensor.upperLeg.rotation);
                }

                footTarget.upperLeg.target.confidence = legSensor.upperLeg.confidence;
            }
        }
        protected virtual void UpdateFoot(LegSensor legSensor)
        {
            if (footTarget.foot.target.transform != null)
            {
                if (legSensor.foot.confidence.position > 0)
                {
                    footTarget.foot.target.transform.position = HumanoidTarget.ToVector3(legSensor.foot.position);
                }
                else
                {
                    footTarget.foot.target.transform.position = footTarget.lowerLeg.target.transform.position + footTarget.lowerLeg.target.transform.rotation * Vector3.down * footTarget.lowerLeg.bone.length;
                }

                if (legSensor.foot.confidence.rotation > 0)
                {
                    footTarget.foot.target.transform.rotation = HumanoidTarget.ToQuaternion(legSensor.foot.rotation);
                }

                footTarget.foot.target.confidence = legSensor.foot.confidence;
            }
        }
        private void UpdateArmIK(ArmSensor armSensor)
        {
            Vector3    handTargetPosition = handTarget.hand.target.transform.position;
            Quaternion handTargetRotation = handTarget.hand.target.transform.rotation;

            Vector3 forearmUpAxis = HumanoidTarget.ToQuaternion(armSensor.upperArm.rotation) * Vector3.up;

            if (handTarget.upperArm.target.confidence.rotation < 0.9F)
            {
                handTarget.upperArm.target.transform.rotation = ArmMovements.UpperArmRotationIK(handTarget.upperArm.target.transform.position, handTargetPosition, forearmUpAxis, handTarget.upperArm.target.length, handTarget.forearm.target.length, handTarget.isLeft);
                handTarget.upperArm.target.confidence         = armSensor.upperArm.confidence;
            }

            if (handTarget.forearm.target.confidence.rotation < 0.9F)
            {
                handTarget.forearm.target.transform.rotation = ArmMovements.ForearmRotationIK(handTarget.forearm.target.transform.position, handTargetPosition, forearmUpAxis, handTarget.isLeft);
                handTarget.forearm.target.confidence         = armSensor.forearm.confidence;
            }

            handTarget.hand.target.transform.rotation  = handTargetRotation;
            handTarget.hand.target.confidence.rotation = armSensor.hand.confidence.rotation;
        }
 protected virtual void UpdateJaw(FaceTarget.TargetedJawBone jaw)
 {
     jaw.target.transform.localRotation = HumanoidTarget.ToQuaternion(jaw.target.rotation);
 }