code: public boolean	setPosition(float x, float y, float z)
      {
          Bone bone = mBones[0];
          float dx = x - bone.WorldMatrix.m30();
          float dy = y - bone.WorldMatrix.m31();
          float dz = z - bone.WorldMatrix.m32();
  
          sync();
          bone.LocalMatrix.setTranslation(x, y, z);
          for (int i = 0; i < mBones.length; ++i)
          {
              bone = mBones[i];
              bone.WorldMatrix.m30(bone.WorldMatrix.m30() + dx);
              bone.WorldMatrix.m31(bone.WorldMatrix.m31() + dy);
              bone.WorldMatrix.m32(bone.WorldMatrix.m32() + dz);
          }
          if (sDebug)
          {
              Log.d("BONE", "setWorldPosition: %s ", mSkeleton.getBoneName(0), bone.toString());
          }
          return true;
      }
docs: Sets the world position of a root bone and propagates to all children.
  <p>
  This has the effect of moving the overall skeleton to a new position
  without affecting the orientation of it's bones.
  @param x,y,z	new world position of root bone.
  @return true if world position set, false if bone is not a root bone.
  
  @see #setWorldPositions
  @see #getWorldPosition