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webgl/lessons/webgl-skinning.md
@@ -12,7 +12,7 @@ and then **per vertex** setting the influence of each bone to that vertex.
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So for example the hand bone would have nearly 100% influence on the vertices
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near the hand of a character where as the foot bone would have zero influence
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-on those same vertices. The vertices in around the wrist would have some influence form the hand bone and also some from the arm bone.
+on those same vertices. The vertices in around the wrist would have some influence from the hand bone and also some from the arm bone.
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The basic part is that you need bones (which is just a fancy way of saying
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a matrix hierarchy) and weights. Weights are per vertex values that go
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