You need build every local matrix of each bone and now iterate it, is make by rotation*translation
Mu online don't use Euler Rotations use Quaternion Rotations
Global bone matrix
Code:vertexTransformMatrix = boneMatrix*boneParentMatrix*boneParentParentMatrxi*...*boneRoot vertexTransformed = vertex.xyz*vertexTransformMatrix; result is a homogeneus vector4 same for normal if you use it