public void setWorldBindPose(Matrix4f worldBindPose) {
        if (cachedWorldBindPose != null) {
            if (!cachedWorldBindPose.isSimilar(worldBindPose, 1e-6f)) {
                throw new UnsupportedOperationException("Bind poses don't match");
            }
        }
        
        cachedWorldBindPose = worldBindPose;
        
        this.jmeWorldBindPose = new Transform();
        this.jmeWorldBindPose.setTranslation(worldBindPose.toTranslationVector());
        this.jmeWorldBindPose.setRotation(worldBindPose.toRotationQuat());
        this.jmeWorldBindPose.setScale(worldBindPose.toScaleVector());
        
//        System.out.println("\tBind Pose for " + getName());
//        System.out.println(jmeWorldBindPose);
        
        float[] angles = new float[3];
        jmeWorldBindPose.getRotation().toAngles(angles);
//        System.out.println("Angles: " + angles[0] * FastMath.RAD_TO_DEG + ", " +
//                                        angles[1] * FastMath.RAD_TO_DEG + ", " +
//                                        angles[2] * FastMath.RAD_TO_DEG);
    }
For FBX nodes that contain a skeleton (i.e. FBX limbs).
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/node/FbxNode.java