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skinned mesh animation

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hi, I've ran into a problem with skinned mesh animation and was wondering what the correct way to do this is: I have a typical skinned mesh model with a bone/frame hierarchy where each bone has a group of vertices attached to it, when I render this model I set the world matrix to be that of the bones combined matrix with its parent(s) for each bone then render the bones group of vertices. The problem is now that I am taking into account vertex weights so each vertex has to be transformed through the matrix and then a specific weight has to be applied as well, I was wondering if there is a more efficient way of rendering, like the method above, although with vertex weights included? if I was to replicate the full model each frame into another buffer would this not slow the frame rate right down? , In other words, how is this done profesionally?

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