public override void GetWorldTransforms( Matrix4[] matrices )
{
// this initialisation is needed
Matrix4 destMatrix = Matrix4.Identity;
Vector3 position = ParentNode.DerivedPosition;
Vector3 scale = ParentNode.DerivedScale;
Matrix3 scale3x3 = Matrix3.Zero;
scale3x3.m00 = scale.x;
scale3x3.m11 = scale.y;
scale3x3.m22 = scale.z;
destMatrix = fakeOrientation * scale3x3;
destMatrix.Translation = position;
matrices[ 0 ] = destMatrix;
}