                                             // Set index for the next iteration
        }
    }


    _update_fromBindPose( chain, pose, debug ){
        const tail = [0,0,0];
        const from = [0,0,0];
        const to   = [0,0,0];
        const q    = [0,0,0,1];
        const pt   = new Transform();
        const ct   = new Transform();
        let lnk    = chain.first();

        pose.getWorldTransform( lnk.pidx, pt ); // Get the Starting Transform for the chain.
        vec3.copy( pt.pos, this._bone