**Pose Matrix**= Mesh's Inverse Global * Joint Global

**Inverse Pose Matrix**= Inverse of Pose Matrix

Then when my joints are updated, I calculate the joint in mesh space and multiply it with the inverse pose matrix.

**Joint wrt Mesh**= Mesh's Inverse Global * Joint Global

**Deform Matrix**= Joint wrt Mesh * Inverse Pose Matrix

I uploaded the following video files to demonstrate what is happening to my mesh. Is my algorithm correct in handling the matrices in mesh space and calculating the inverse pose matrix? If I knew that, it would be easier to further study the problem.

Source animation..

My Results..

These are my references -

Introduction to Game Development

UCSD - Skinning powerpoint

Animation in Video Games