   = new Point();
            p.len       = ( i < chain.count )? chain.links[ i ].len : 0;
            pnts[ i ]   = p;  
        }

        return pnts;
    }

    static setPointsFromBind( pnts, chain, pose, incTail=false ){
        const pt = pose.getWorldTransform( chain.links[0].pidx );

        // Set the main bones
        for( let i=0; i < chain.count; i++ ){
            pt.mul( chain.links[ i ].bind );
            vec3.copy( pnts[ i ].pos, pt.pos );
        }

        // Set the extra point which i