Try character FX to build and export bone based meshs (its free
):
http://www.insanesoftware.de/index.php?page=home.php
Quote: "its very strange for a shader to require a boned and weighted model, the shader just determines how the model is displayed on screen and it shouldnt require a bone of any sort to do that"
Actual it is not, fastbone.fx in FPSC is a very good example of animation processes being done by the Gpu instead of the Cpu with the help of the vertex shader. The shader bumpbone.fx can do the exact same process, however shader allows for bump and specular surfacing. But I do agree most shaders seem to overuse the pixel shader and do very little with the vertex half.
Edit: forgot to explain why shader creators prefer bone bases animations over vertex. If you were for example modelling a human character/model regardless of the polygon count the bone count will remain the same, allowing for complex models with minimum processing time, compared to per vertex where there are 3 vertexes per polygon, your animation will be limited by your polygon count since it would take longer time to process.
Most games prefer to use a mixture of bone based animation for the body (excluding the head) for body movement and vertex animation for the head for facial expression and speech.