function SkeletonHelper( object ) {

		this.bones = this.getBoneList( object );

		var geometry = new BufferGeometry();

		var vertices = [];
		var colors = [];

		var color1 = new Color( 0, 0, 1 );
		var color2 = new Color( 0, 1, 0 );

		for ( var i = 0; i < this.bones.length; i ++ ) {

			var bone = this.bones[ i ];

			if ( bone.parent && bone.parent.isBone ) {

				vertices.push( 0, 0, 0 );
				vertices.push( 0, 0, 0 );
				colors.push( color1.r, color1.g, color1.b );
				colors.push( color2.r, color2.g, color2.b );

			}

		}

		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );

		LineSegments.call( this, geometry, material );

		this.root = object;

		this.matrix = object.matrixWorld;
		this.matrixAutoUpdate = false;

		this.update();

	}
@author Sean Griffin / http://twitter.com/sgrif
@author Michael Guerrero / http://realitymeltdown.com
@author mrdoob / http://mrdoob.com/
@author ikerr / http://verold.com
@author Mugen87 / https://github.com/Mugen87