     const armQuaternionInverse = localQuaternion2.setFromRotationMatrix(
                  localMatrix.lookAt(
                    mesh.arms[i === 0 ? 'left' : 'right']
                      .getWorldPosition(localVector),
                    gamepad.position,
                    localVector2
                      .set(0, 1, 0)
                      .applyQuaternion(gamepad.quaternion)
                  )
                )
                  .multiply(armQuaternionOffset)
                  .premultiply(play