Buck I read your article not the IceBreaker's one. The one you wrote about skeleton and skinning. Yes I have weighted each vertex. But there is a tad bit problem. Not every vertex have bone influencing it less than 4. That may be the problem I guess.
As for your article I came to understand this . I will have toParent matrix from the file I imported. I have to multiply it by gradually to get toRoot transformation. And then I have to import a new matrix of transformation from each key frame for each bone and store it in the transformation matrix . Am I correct ? I did not multiply 3 matrices as you can see. I only traversed using the matrix I got from the imported file. So the local is equivalent to toParent ?
toParent = a matrix in reference with the parent
toRoot = a matrix in reference with the root
transformation = ... I am still confused what it does actually
And also each vertex has variable length bones. How do I set the input layout according to that. I mean some have only 2 bones influencing it and some have 6.