if (theta != 0) {
Vector3f vectorR = vectorA.cross(vectorC);
boneWorldRotation.fromAngleAxis(theta, vectorR);
boneWorldTransform.getRotation().multLocal(boneWorldRotation);
constraintHelper.applyTransform(boneContexts[i].getArmatureObjectOMA(), bone.getName(), Space.CONSTRAINT_SPACE_WORLD, boneWorldTransform);
}
bone.updateWorldVectors();
alteredOmas.add(boneContexts[i].getBoneOma());
}