lkRate;
      const firstPosition = positionSnapshotter.getFirstPosition();
      const lastPosition = positionSnapshotter.getLastPosition();
      const walkSpeed = localVector.copy(firstPosition.position)
        .distanceTo(lastPosition.position) / (lastPosition.timestamp - firstPosition.timestamp);
      const walkIntensity = Math.min(walkSpeed * 1000, 1);
      const thetaValue = Math.sin(f * Math.PI*2) * walkIntensity * 0.7;
      skinMesh.animate(thetaValue);
    };

    scene.add(playerMesh);
  };
 