Great explanation. Love how you showed some failed attemts at the end. I had the same struggle when building my skeletal animation system. In the end it's all worth it though.
Using a unsigned integer for the four `boneIDs` I think will not improve performance. If you do so you will be doing bit-shift and move operations on x86 or x86_64. You're probably okay to just have a 4-byte array on the stack. However when you upload that information to the GPU for the shader you can probably upload it as an integer, which might be faster. I say might because I'm not fully familiar how that data goes from the RAM to the VRAM.
oh, thank you! it’s so hard to find good info on the bind poses and transformation matrices. i really love the poor broken animations, it’s a special type of pleasure to see them in that way. i’m not sure i understood everything but at least now i know what to search and it doesn’t sound like some form of heinous black magic. keep going!
Hey! No problem. I remember the time when it was confusing to me too how all these computations should be made. Just made this video to make it a little bit more clearer for people to understand this relatively not complicated stuff