I'm trying to wrap my head around the basics of skinning and skeletal animation. I understand not every skeletal animation implementation works exactly the same, but I'm just trying to understand the generally accepted practice.
I'm not sure if I used the correct terminology for my question, but my issue is this - if I have a vertex with a single bone as a parent, I can just store the local coordinates to the parent.
So if my parent bone is at any random location and the vertex is located exactly where the parent bone is, I would store it's x,y location as 0,0. If it were to move the vertex down the length of the bone parallel to it, regardless of the parent bone's angle and location, the local x value for the vertex would increase and the y would stay the same. This makes sense, and the math to get from any arbitrary point in world space to that local position to it's parent is also very straightforward. This position local to the parent also seems like the ideal way to store the vertex information for any given vertex with a single parent bone.
My question is if the vertex has multiple weighted parents, what xy location is stored? Would I need to store the relative coordinates to each parent for each vertex, or is there some way to store a single coordinate that represents it's weighted position relative to all parents? And if the math isn't simple enough to be explained here, what is the math required to get this multi-weighted relative coordinate called so I can go find more information?