docs: protected void		calcLocal(Bone bone, int parentId)
      {
          if (parentId < 0)
          {
              bone.LocalMatrix.set(bone.WorldMatrix);
              return;
          }
  	/*
  	 * WorldMatrix = WorldMatrix(parent) * LocalMatrix
  	 * LocalMatrix = INVERSE[ WorldMatrix(parent) ] * WorldMatrix
  	 */
          getWorldMatrix(parentId, mTempMtxA);	// WorldMatrix(par)
          mTempMtxA.invert();					    // INVERSE[ WorldMatrix(parent) ]
          mTempMtxA.mul(bone.WorldMatrix, bone.LocalMatrix);  // LocalMatrix = INVERSE[ WorldMatrix(parent) ] * WorldMatrix
      }