// Orient bone to point along axis formed by start and end points.
final Matrix3 orient = Matrix3.fetchTempInstance();
orient.lookAt(endPnt.subtractLocal(stPnt).normalizeLocal(), Vector3.UNIT_Y);
final Quaternion q = new Quaternion().fromRotationMatrix(orient);
q.normalizeLocal();
SkeletalDebugger.bone.setWorldRotation(q);
// Offset with skin transform
SkeletalDebugger.bone.setWorldTransform(scene.getWorldTransform().multiply(
SkeletalDebugger.bone.getWorldTransform(), null));