I implemented an MD5 Loader with software skinning. Bind pose in md5 is final, absolute position and rotations, you just need to do computations for weights which are joint dependent.
I tried to implement GPU skinning but i am stuck at a point. Since these coordinates are final, why can't i just convert my 3d vectors and quaternions into a matrix and just upload it to the shader ? As I have read here : http://3dgep.com/?p=1356 , i need to multiply my skeleton with inverse of the bind pose. But I don't understand this part because I always thought that only thing I need to do is upload the final matrices to the GPU and calculate the rest there (sum of weights etc. etc.)
Can you explain me the behavior of inverse bind pose ?