Since OpenGL is just a graphics library, not a three-dimensional modeling model, the task of defining and using "bones" falls on you.
There are various ways to implement it, but the general idea is this:
You treat every part of your model as a bone (for example, head, trunk, lower legs, upper legs, etc.).
Each bone has a parent to which it is connected (for example, the parent of the left lower leg is the upper left leg).
Thus, each bone has children.

Now you define each bone position as a relative position to the parent bone. When displaying a bone, you now multiply its relative position with the relative position of the parent bone to get the absolute position.
To visualize:
Think of it as a doll. When you take the doll’s hand and move it, the relative position (and rotation) of the hand will not change. His absolute position will change because you have moved one of your parents.
When I tried skeletal animations, I learned most of this link: http://content.gpwiki.org/index.php/OpenGL:Tutorials:Basic_Bones_System
s3rius
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