s automatically computed by the engine when it is needed, e.g., for ray casting and view frustum culling.
			If the skinned mesh is animated, the bounding sphere should be recomputed per frame.
		</p>

		<h3>[method:undefined normalizeSkinWeights]()</h3>
		<p>Normalizes the skin weights.</p>

		<h3>[method:undefined pose]()</h3>
		<p>This method sets the skinned mesh in the rest pose (resets the pose).</p>

		<h3>
			[method:Vector3 applyBoneTransform]( [param:Integer index], [param:Vector3 vector] )
		</h3