updateOne( grant ) {

			const bones = this.mesh.skeleton.bones;
			const bone = bones[ grant.index ];
			const parentBone = bones[ grant.parentIndex ];

			if ( grant.isLocal ) {

				// TODO: implement
				if ( grant.affectPosition ) {} // TODO: implement


				if ( grant.affectRotation ) {}

			} else {

				// TODO: implement
				if ( grant.affectPosition ) {}

				if ( grant.affectRotation ) {

					this.addGrantRotation( bone, parentBone.quaternion, grant.ratio );

				}

			}

			return this;

		}
Solve a grant bone
@param {Object} grant - grant parameter
@return {GrantSolver}