Override a bone's local translation + rotation together without re-baking.
For per-frame drivers that pose many bones each frame (e.g. WebXR hand tracking):
call this for every bone, then bakeSkeleton once to recompute + upload the
skin a single time, instead of paying a full bake per setBonePosition /
setBoneRotationQuaternion call. Like those setters, each masked component is
overwritten every frame by a clip that animates the same bone.
Override a bone's local translation + rotation together without re-baking. For per-frame drivers that pose many bones each frame (e.g. WebXR hand tracking): call this for every bone, then bakeSkeleton once to recompute + upload the skin a single time, instead of paying a full bake per setBonePosition / setBoneRotationQuaternion call. Like those setters, each masked component is overwritten every frame by a clip that animates the same bone.