I know the principles behind the skinning but the issue is loading up the data in a consistient and useful way in pascal and getting it to opengl & shaders (or a decent CPU method to deform mesh).
There is no useful example that works with modern file formats in pascal, there are ancient quake file format examples in glscene and some GLTF examples which are super hard to integrate because they rely on certain way their shaders are done and are hard to just integrate into a custom engine pipeline, and most of these don't even have support to share animations between different meshes, if you want multiple characters you usually need to export animations for each model separatedly.

If you could make a minimal example of this, all of pascal community could benefit from it.