void getOffsetTransform(Matrix4f outTransform, Quaternion tmp1, Vector3f tmp2, Vector3f tmp3, Matrix3f tmp4) {
        // Computing scale
        Vector3f scale = modelScale.mult(modelBindInverseScale, tmp3);

        // Computing rotation
        Quaternion rotate = modelRot.mult(modelBindInverseRot, tmp1);

        // Computing translation
        // Translation depends on rotation and scale.
        Vector3f translate = modelPos.add(rotate.mult(scale.mult(modelBindInversePos, tmp2), tmp2), tmp2);

        // Populating the matrix
        outTransform.setTransform(translate, scale, rotate.toRotationMatrix(tmp4));
    }
Stores the skinning transform in the specified Matrix4f.
The skinning transform applies the animation of the bone to a vertex.

This assumes that the world transforms for the entire bone hierarchy
have already been computed, otherwise this method will return undefined
results.

@param outTransform
jme3-core/src/main/java/com/jme3/animation/Bone.java