private void controlRenderSoftware() {
        resetToBind(); // reset morph meshes to bind pose

        offsetMatrices = skeleton.computeSkinningMatrices();

        for (Geometry geometry : targets) {
            Mesh mesh = geometry.getMesh();
            // NOTE: This assumes code higher up has
            // already ensured this mesh is animated.
            // Otherwise a crash will happen in skin update.
            softwareSkinUpdate(mesh, offsetMatrices);
        }
    }
If specified the geometry has an animated mesh, add its mesh and material
to the lists of animation targets.
jme3-core/src/main/java/com/jme3/animation/SkeletonControl.java