function initialize(runtimeSkin) {
  const skin = runtimeSkin.skin;
  const inverseBindMatrices = skin.inverseBindMatrices;
  runtimeSkin._inverseBindMatrices = inverseBindMatrices;

  const joints = skin.joints;
  const length = joints.length;

  const runtimeNodes = runtimeSkin.sceneGraph._runtimeNodes;
  const runtimeJoints = runtimeSkin.joints;
  const runtimeJointMatrices = runtimeSkin._jointMatrices;
  for (let i = 0; i < length; i++) {
    const jointIndex = joints[i].index;
    const runtimeNode = runtimeNodes[jointIndex];
    runtimeJoints.push(runtimeNode);

    const inverseBindMatrix = inverseBindMatrices[i];
    const jointMatrix = computeJointMatrix(
      runtimeNode,
      inverseBindMatrix,
      new Matrix4(),
    );
    runtimeJointMatrices.push(jointMatrix);
  }
}
The joint matrices for the skin, where each joint matrix is computed as
jointMatrix = jointWorldTransform * inverseBindMatrix.

Each node that references this skin is responsible for pre-multiplying its inverse
world transform to the joint matrices for its own use.

@memberof ModelSkin.prototype
@type {Matrix4[]}
@readonly

@private