void _ResetEyes()
{
if( _headBone != null && _headBone.transformIsAlive ) {
Quaternion headWorldRotation = _headBone.worldRotation;
Quaternion worldRotation;
if( _leftEyeBone != null && _leftEyeBone.transformIsAlive ) {
SAFBIKQuatMultNorm( out worldRotation, ref headWorldRotation, ref _headToLeftEyeRotation );
_leftEyeBone.worldRotation = worldRotation;
}
if( _rightEyeBone != null && _rightEyeBone.transformIsAlive ) {
SAFBIKQuatMultNorm( out worldRotation, ref headWorldRotation, ref _headToRightEyeRotation );
_rightEyeBone.worldRotation = worldRotation;
}
}
}