So I implemented (finally) my GPU skinning and it works well when I iterate through all frames. It even works when I interpolate between frames of the same animation but I wanted to push it forward and make a simple weight based blending between animations. Here's the problem... Check out the video:
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For this particular test I'm "slerping" current frame with bind pose frame at ratio 0%-50% (weight increases as I continue to play walk animation, I capped it to 50% because here is where the weird stuff is most noticable). When I SLERP between frameN and frameN+1 accordingly to the elapsed time, animation looks alright. The problem occurs when I try to blend two animations or animation with bind pose (as shown in the video). Ideas?