title: Update child bone matrices in Unity skinned mesh renderer
body: <p>I'm manualy updating some bone transforms in a skinnedmeshrenderer in unity but the childs of these bones are wrong before the next frame and I need them for some operations.</p>
  
  <p>As I'm modifying the world position I think I can calculate the updated child pose by using the parent transform and child local matrix but I don't know how.</p>
  
  <p>Something like :</p>
  
  <pre><code>    foreach(var bone in myskmesh.bones)
      {
          bone.transform=bone.parent.transform*bone.localtransform;    //I know it doesn't exist
      }
  </code></pre>
  
  <p>EDIT:
  Maybe that is a beginning:</p>
  
  <pre><code>    foreach(var bone in myskmesh.bones)
      {
          bone.position = bone.parent.TransformPoint(bone.localPosition);
      }
  </code></pre>