I am a hobbyist game developer and am new to gamedev.net. I have been trying to make a game engine for the last few months using DirectX 11 and c++. I followed tutorials on braynzarsoft.net and I am currently working on animation with the md5 format. I currently do skinning on the cpu which is quite expensive and I hope to do it in the vertex shader or compute shader instead. The problem is that hlsl does not allow dynamic arrays. I need to pass a list of weights and joints for the model to be skinned on the gpu but am unsure how to do it. A joint structure would just be a float3 and a float4 (position and rotation) and a weight structure would be a two float3s and a float (position, normal and bias). I know how to bind resources using constant buffers but I don't know how to bind a resource that is a data structure with a dynamic size. I read that a texture could be used but I can't seem to figure out how to fill a ShaderResourceView with my own data and then read it in the shader. Does anyone have any idea how to do this? I would greatly appreciate any help?