I created my own skinned mesh loader. It's working fine, but my problem is I don't know how to transform (scale & rotate) the skinned mesh so that the transformations are "baked" onto the vertices. If it were just a geometry, transforming the vertices are a piece of cake, but now that skinning info is involved, if I do a scale for example, my mesh gets all stretched. I know I need to transform my skinning data too, but which parts? All the Bind Pose matrices? The Inverse Bind Pose Matrices? I can't seem to understand how to go about this.
My implementation is in C# & OpenTK and I am specifically loading Skinned Collada files exported from Blender 2.6.
Thanks in advance.