Creating Custom Geometry Buffers with Bone Influence

Found what I needed!

The mesh must also have additional vertices data:

* *Matrices weights* : 4 floats to weight bones matrices
( `mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights, false)` )
* *Matrices indices* : 4 floats to index bones matrices
( `mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false)` )