private void softwareSkinUpdate(Mesh mesh, Matrix4f[] offsetMatrices) {

        VertexBuffer tb = mesh.getBuffer(Type.Tangent);
        if (tb == null) {
            //if there are no tangents use the classic skinning
            applySkinning(mesh, offsetMatrices);
        } else {
            //if there are tangents use the skinning with tangents
            applySkinningTangents(mesh, offsetMatrices, tb);
        }
    }
Update the mesh according to the given transformation matrices

@param mesh then mesh
@param offsetMatrices the transformation matrices to apply
jme3-core/src/main/java/com/jme3/animation/SkeletonControl.java