public override void Update()
{
//_objectMatrix = BuildRotationMatrix(_objectMatrix);
//_objectMatrix.Translation = _position;
//_model.CopyAbsoluteBoneTransformsTo(_transforms);
//_objectMatrix = BuildRotationMatrix(_objectMatrix);
//_objectMatrix = BuildScalingMatrix(_objectMatrix);
//_objectMatrix = _transforms[_model.Meshes[0].ParentBone.Index] * _objectMatrix;
base.Quaternion = Quaternion.CreateFromRotationMatrix(base.Matrix);
}