Now I realize that while multiple meshes may use the same skeleton, the bones may have different inverse bind transforms depending on the mesh (i guess this is why Assimp and COLLADA store the inverse binds independantly for each mesh).
Is it common to have unique inverse binds or each mesh?
If so, what is a recommended way to store them? I was thinking of having a global skeleton that contains the bone heirarchy. Any pose can be applied to this skeleton, then when skinning, the inverse binds from the respective mesh can be used to construct the skinning palette.
Edited by pondwater, 08 September 2012 - 02:34 PM.