This course is awesome, from linear blend skinning up through the latest elasticity-inspired models. The videos are locked behind the ACM paywall but the course notes and slides are all online.
About a year ago, I implemented skeletal animation in my OpenGL ES mobile game using a vertex shader and the assimp library. You can pass in everything you need (weights, matrices) as shader uniforms.
I don't do anything fancy like blending between successive animations (or having modifiers that only affect the upper body or arms, etc.) -- the former would require more than the number of uniforms available on OpenGL ES 2.0 on mobile.
Check it out: https://www.youtube.com/watch?v=xGbkumPcFb8
So I usually blend my successive animations CPU side before passing in my uniforms so I end up using the same number of uniforms no matter what.