Bones and Normals-Binormals-Tangent

Originally posted by Coluna:
Hi all;
I wanna use bones for animation(instead of keyframe), but i didnt find any paper-source-information about calculating normals, binormals and tangent vectors for the mesh. Can anybody send me some links? thanx

Transform the T/B/N vectors just like the vertex, only using the upper 3x3 (rotation) of the matrix.