You must bind bones to vertices, not faces. “Bones” are really just an abstraction for matrices; they describe a transformation that should be applied to the vertex. Once a skeleton is bound to the mesh (it has been “skinned”) the vertices will be transformed in the same way that the bones they’ve been mapped to are.
If affected by multiple bones, the bone weights will be used to compute a single transformation matrix for the vertex, factoring in each bone with its respective weight. Animations may however override these (IIRC).
For a better explanation, see this video: How It Works - Skeletons!
For what it’s worth, I agree that the Bone
constructor’s arguments are very confusing and have in fact stumbled over them myself, as well as seen others face the same issues. Unfortunately, no one has been able to clear up what exactly all those parameters are doing and I didn’t really understand it from the source code, so I’ve been unable to add the relevant information to the documentation myself.