I'm attempting to add animation to my game using skinning; however, I do not know how to actually apply it to my model's vertices.

Currently, I have written my own exporter for Blender that (correctly) outputs the vertex weights for each vertex, and I have loaded that into my DX11 app. But how do I then apply the various bone transforms to the vertices? What information do I need? I intend to again write my own exporter, but looking at the .x format, it appears you export the position, rotation and scale of each bone relative to its parent per frame (which I imagine you then turn into a matrix, for that frame).

But I then go on to read about how I have to transform each vertex into the "Bone space", then "Armature space" (what I imagine the .x file exports), and then finally "World space" (using your world matrix). How do I calculate this "Bone space" matrix? I've tried using the inverse matrix of the bone in it's "rest position" and then multiplying this by the pose matrix for the bone, but this doesn't appear to work.

How do I go about this skinning?

Many thanks for any help you can provide.