i already solved the model . And now i can tranlate and rotate the skeleton with this code.
Joint pointing = currentPose.getSkeleton().getJoint(15);
final Joint parentJoint = currentPose.getSkeleton().getJoint(pointing.getParentIndex());
final Matrix global= new Matrix(pointing.getBindPose());
global.translate(10,10,10)
global.matMul(parentJoint.getInverseBindPose());
currentPose.getLocal(pointing.getIndex()).setTo(global);
currentPose.updateTransforms();
skeletonDebugger.update(currentPose);
the joint at index 15 stretch. but my mesh not. i want the parent joint following, like seymour neck in ProceduralAnimationSample.
how i can do like that? i don't know where the mistake, in the program or my model.