I'm working on a skeletal animation and skinning system for my engine and I'm trying to decide what the best way to store the skeleton would be. I already have a hierarchical game object system that can be set to play an animation clip by attaching a component to it. I plan on having attachment support for my skeletal animation (attaching guns, swords, etc as children of a specific bone). Would it be a bad idea to use the existing hierarchical object system as my skeleton? I would just load each bone as a child object, and that would allow me to attach any sort of component I wanted to each bone later, or add child objects to them. Would there be any problems with this approach, other than the fact that the bone hierarchy would need to be traversed at the beginning of each frame to generate a new set of matrices for use by the vertex shader in skinning?