code: public void setBindPose(float[] rotations, float[] positions)
      {
          mBindPose.setWorldRotations(rotations);
          mBindPose.setWorldPositions(positions);
          if (mInverseBindPose == null)
          {
              mInverseBindPose = new GVRPose(this);
          }
          mInverseBindPose.inverse(mBindPose);
          mPose.copy(mBindPose);
          updateBonePose();
      }
docs: Set the bind pose of the skeleton to describe the initial position and
  orientation of the bones when the skinned meshes are not modified.
  <p>
  The <i>bind pose</i> of the skeleton defines the position and orientation of the bones before any
  animations are applied. Usually it represents the pose that matches
  the source vertices of the meshes driven by the skeleton.
  You can restore the skeleton to it's bind pose with {@link #restoreBindPose()}
  <p>
  The bind pose is maintained as a {link GVRPose} object internal to the skeleton
  and cannot be shared across skeletons. Setting the bind pose copies the
  value of the input pose into the skeleton's bind pose. Subsequent
  updates to the input pose are not reflected in the skeleton's bind pose.
  @param rotations new bind pose rotations
  @param positions new bind pose positions
  Both arrays must have enough entries for all the bones in the skeleton.
  The positions and orientation are all relative to the root
  bone of the skeleton (not the parent bone).
  @see #setPose(GVRPose)
  @see #getBindPose()
  @see #restoreBindPose()
  @see {@link GVRPose}