docs: function skinToBindPose(geometry,skeleton,skinController) {
  
  		var bones = [];
  		setupSkeleton( skeleton, bones, -1 );
  		setupSkinningMatrices( bones, skinController.skin );
  		var v = new THREE.Vector3();
  		var skinned = [];
  
  		for (var i = 0; i < geometry.vertices.length; i ++) {
  
  			skinned.push(new THREE.Vector3());
  
  		}
  
  		for ( i = 0; i < bones.length; i ++ ) {
  
  			if ( bones[ i ].type != 'JOINT' ) continue;
  
  			for ( var j = 0; j < bones[ i ].weights.length; j ++ ) {
  
  				var w = bones[ i ].weights[ j ];
  				var vidx = w.index;
  				var weight = w.weight;
  
  				var o = geometry.vertices[vidx];
  				var s = skinned[vidx];
  
  				v.x = o.x;
  				v.y = o.y;
  				v.z = o.z;
  
  				v.applyMatrix4( bones[i].skinningMatrix );
  
  				s.x += (v.x * weight);
  				s.y += (v.y * weight);
  				s.z += (v.z * weight);
  			}
  
  		}
  
  		for (var i = 0; i < geometry.vertices.length; i ++) {
  
  			geometry.vertices[i] = skinned[i];
  
  		}
  
  	}