In order to improve the performance of the game we needed to do all the computation of the skinning on the GPU with shaders.
Every vertex of a mesh has it's attachment to a bone and weight. What I did was to send an array of transformation matrix of the bones, so in the shader I could get de rotation, position, scale of the skeleton.
Then every vertex got two atributes:
I got a bug that some model tended to go the senter because I was conserving the original position instiead of start at (0,0,0) and add the result of the trasformations.
Our game have some narrative, and we needed some screen to explain the history. A screen with moving images and subtitles, to do this I searched a way to put subtitles easy and fast. And found this website that let's you put subtitles and download it in .json format, that we could easly read in our engine.
I got the oportunity to do the characters, and learn a lot about the art pipeline, how to do a fast retopology in maya, paint in substance and made a model base for the retopology.