Just want to clarify my problem and seek for some help.
I did make(hack) the animation possible by the approach which I think could definitely be able to refined.
I read the calculation in specification for skinning (page 38 and 175) and the thread stuck in the design discussions about how to calculate the inverse bind-pose matrix.
I think if I want to animate the skeleton and meshes, I have to change the transformation matrix of a certain joint. By doing this, the meshes should deform as well as the bone.However, I cannot find any (appropriate) way to do this using Collada DOM.
What I was doing now is to rotate the inverse bind matrix which I can get from a joint(node) instance.It turns out the vertices influenced by the joint was moved as I desired to. The problem is that I have to recursively do this for all its children based on the local coordinate of the joints.
I think there must be a way that Collada DOM to do the job for me. So I feel still missed something. Please someone who knows what is happening give me a hint about where I should take a further look.
Really appreciate the help.