I've been working on skinning a skeleton in CL, and this was a first step in converting a GLSL routine that can't be run in QC because of lack of mat4 support, and no really eloquent way to handle the skeletal structure and skinning.
This started as a single limb moving every which way. In the midst of it, I realized I could use a setup with no skeletal weighting to achieve morph target animation.
This kernel was actually a transfer of function from the skinning GLSL shader in GLSL Showpiece, an Apple 10.5 Developer example.
This is something I've had on the backburner for using with the kinect, but also for a myriad of activities. Extrapolating on this, I can setup a hierarchy where I make a skeleton, skin, and setup how the skeletal/skin weighting works, depending on bone. I can also see some pretty utilitarian industrial uses that have nothing to do with 3D modeling at all.