In the moment i have absolutely no need for skinned meshes in my engines. I guess it's a big effort to implement (and figure out) that stuff, so personally i'm not very interested in participating in a project team, sorry.
What i'm thinking about is another approach (maybe it's the same as skinned meshes, i'm not into details how it's done) for creating and animating meshes w/o seams:
The approach depends heavily on metaballs (or metablobs or whatever you may call them).
If every metaball has a extent (or radius) most meshes could be done by combining several metaballs additively or subtractively. Similar to Organica. This should be easy to implement as metaballs are very well documented over the net and speedy enough to manipulate even complex models in realtime allowing for animations by simply moving some metaballs (i.e. the centers of the metaballs).
But i haven't implemented it, i'm just trying to do a mesh generator in very little memory, so this was my best bet for it. Maybe it's suitable for your problem, too.
I'll surely let you know if i've any results (good or bad)
Christoph