 			
 			for (var i : uint = 0; i < numChildren; ++i)
 			{
-				var child : Group = joint.getChildAt(i) as Group;
+				var child : ISceneNode = joint.getChildAt(i);
 				
 				if (child != null)
 				{
+					for (var extraDescendantCount : uint = 0; extraDescendantCount < _numExtraDescendant && child is Group; ++extraDescendantCount)
+						child = Group(child).minko_scene::_children[0] as ISceneNode;
+					
 					var nextJointPosition 	: Vector4 	= child.transform.transformVector(
 						Vector4.ZERO
 					);

package aerys.minko.scene.controller.debug
{
	import aerys.minko.render.geometry.primitive.CubeGeometry;
	import aerys.minko.render.material.Material;
	import aerys.minko.render.material.basic.BasicMaterial;
	import aerys.minko.scene.controller.AbstractController;
	import aerys.minko.scene.controller.mesh.skinning.SkinningController;
	import aerys.minko.scene.node.Group;
	import aerys.minko.scene.node.Mesh;
	import aerys.minko.type.enum.DepthTest;
	import aerys.minko.type.math.Vector4;
	
	import flash.utils.Dictionary;
	
	public final class BonesDebugController extends AbstractController
	{
		private var _bonesThickness		: Number;
		private var _material   		: Material;
		private var _targetToBonesMesh	: Dictionary = new Dictionary();
		
		public function BonesDebugController(bonesThickness	: Number	= 0.02,
											 bonesMaterial 	: Material 	= null)
		{
			super(Mesh);
			
			initialize(bonesThickness, bonesMaterial);
		}
		
		private function initialize(bonesThickness : Number, bonesMaterial : Material) : void
		{
			_bonesThickness = bonesThickness;
			_material = bonesMaterial;
			
			if (!_material)
			{
				var bonesBasicMaterial : BasicMaterial = new BasicMaterial();
				
				bonesBasicMaterial.diffuseColor = 0x00ff00ff;
				bonesBasicMaterial.depthWriteEnabled = false;
				bonesBasicMaterial.depthTest = DepthTest.ALWAYS;
				_material = bonesBasicMaterial;
			}
			

			var skinningCtrl : SkinningController = target.getControllersByType(SkinningController)[0]
				as SkinningController;
			
			for each (var boneMesh : Mesh in _targetToBonesMesh[target])
				boneMesh.parent = null;
			
