I picked up a copy of "Game Engine Architecture" by Jason Gregory at SIGGRAPH.
Appears that he covers a huge breadth of the genre, where's he's focused.
There's an animation chapter in there that includes skeletons and skinning.
I'm about a 3rd the way thru so far and can't comment on that particular 
chapter.
However, I'm betting it's a viable resource - at that level.
Probably not good for detailed implementation.

Bob

-----Original Message-----
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Thursday, August 26, 2010 12:00 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Bones Animation

Bruno Dias wrote:
> Hi,
>
> I'm kind a new in OSG context. I would like to know if someone know or has an 
> sample of how can i move the bones of an .FBX model.
>
> I'm trying to develop a virtual hand that you can translate and move your 
> fingers trough some sensors in your real hand. I'm already rendering de .fbx 
> model and translating it in the scene but i'm stucked in the finger bones 
> moving. The .fbx hand sure has bones.
>
> If somebody could help me i would appreciate a lot!
>   

Hi, Bruno,

There are a few examples that deal with skinning and animation (they all 
have "osganimation" in their name).  You might want to start there.

--"J"

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