Skinned vertex logic


I’m new to skinned animations. my question is, assuming we have all the joints, weights and positions.
I know that for position I have to use glGenBuffers(), glBindBuffer(), glBufferData() etc to allocate memory with OpenGL and then call it through the vertex shader, how it is for weights and joints, should I do the same logic as for positions or is something different.
if someone can provide also some guides.
Thank you

Typically, positions (either base position or joint-relative position), weights and bone indices are vertex attributes, while the transformations (matrices, quaternions, etc) are stored in either the default uniform block, a UBO, or a SSBO (a texture is another option if the size of the array exceeds the limits on uniform storage and you’re targeting a version which lacks SSBOs).

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