code: function () {
  		var bones = this.bones;
  		for (var i = 0, n = bones.length; i < n; i++) {
  			var bone = bones[i];
  			bone.rotationIK = bone.rotation;
  		}
  		var i = 0, last = this.boneCache.length - 1;
  		while (true) {
  			var cacheBones = this.boneCache[i];
  			for (var ii = 0, nn = cacheBones.length; ii < nn; ii++)
  				cacheBones[ii].updateWorldTransform();
  			if (i == last) break;
  			this.ikConstraints[i].apply();
  			i++;
  		}
  	}
docs: Updates the world transform for each bone.