code: public void updateBonePose()
      {
          GVRPose pose = getPose();
          int t = 0;
  
          for (int i = 0; i < mParentBones.length; ++i)
          {
              pose.getLocalMatrix(i, mTempMtx);
              mTempMtx.get(mPoseMatrices, t);
              t += 16;
          }
          NativeSkeleton.setPose(getNative(), mPoseMatrices);
      }
docs: /*
  Compute the skinning matrices from the current pose.
  <p>
  The skin pose is relative to the untransformed mesh.
  It will be used to transform the vertices before
  overall translate, rotation and scale are performed.
  It is the current pose relative to the bind pose
  of the mesh.
  <p>
  Each skinned mesh has an associated @{link GVRSkin} component
  which manages the bones that affect that mesh.
  This function updates the GPU skinning matrices each frame.
  @see GVRSkin