public void initialize(AssetManager assetManager, Camera camera) {

        armatureNode.setCamera(camera);

        Material matJoints = new Material(assetManager, "Common/MatDefs/Misc/Billboard.j3md");
        Texture t = assetManager.loadTexture("Common/Textures/dot.png");
        matJoints.setTexture("Texture", t);
        matJoints.getAdditionalRenderState().setDepthTest(false);
        matJoints.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
        joints.setQueueBucket(RenderQueue.Bucket.Translucent);
        joints.setMaterial(matJoints);

        Material matWires = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        matWires.setBoolean("VertexColor", true);
        matWires.getAdditionalRenderState().setLineWidth(1f);
        wires.setMaterial(matWires);

        Material matOutline = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
        matOutline.setBoolean("VertexColor", true);
        matOutline.getAdditionalRenderState().setLineWidth(1f);
        outlines.setMaterial(matOutline);

        Material matOutline2 = new Material(assetManager, "Common/MatDefs/Misc/DashedLine.j3md");
        matOutline2.getAdditionalRenderState().setLineWidth(1);
        outlines.getChild(1).setMaterial(matOutline2);

        Material matWires2 = new Material(assetManager, "Common/MatDefs/Misc/DashedLine.j3md");
        matWires2.getAdditionalRenderState().setLineWidth(1);
        wires.getChild(1).setMaterial(matWires2);

    }
Creates a debugger with no length data. The wires will be a connection
between the bones' heads only. The points will show the bones' heads only
and no dotted line of inter bones connection will be visible.

@param name     the name of the debugger's node
@param armature the armature that will be shown
@param deformingJoints a list of joints
jme3-core/src/main/java/com/jme3/scene/debug/custom/ArmatureDebugger.java