A skin contains data about the bones in a hierarchy that drive a skinned mesh animation.
Specifically, the skin stores the bone name and inverse bind matrix and for each bone. Inverse
bind matrices are instrumental in the mathematics of vertex skinning.
A skin contains data about the bones in a hierarchy that drive a skinned mesh animation. Specifically, the skin stores the bone name and inverse bind matrix and for each bone. Inverse bind matrices are instrumental in the mathematics of vertex skinning.