public void UpdateWorldTransforms(Matrix rootTransform)
{
// Root bone.
world_matrices[0] = bone_matrices[0] * rootTransform;
// Child bones.
for (int bone = 1; bone < world_matrices.Length; bone++)
{
int parentBone = skinningDataValue.SkeletonHierarchy[bone];
world_matrices[bone] = bone_matrices[bone] *
world_matrices[parentBone];
}
}