_bonePos[ i ] = [ 0, 0, 0 ];  // Point for each bone
            this._bonePos[ chain.count ] = [ 0, 0, 0 ]; // Extra point for pose update
        }

        // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        const pt = pose.getWorldTransform( chain.first().pidx );
        this._effectorIdx = chain.findByBoneIdx( this.effectorBone );

        for( let i=0; i < chain.count; i++ ){
            pt.mul( chain.links[ i ].bind );
            vec3.copy( this._bonePos[ i ], pt.pos );
        }

 