Generate bone mask infos for all bones in the bone input list. Use a specific hierarchy depth for this, which defines how deep up and down the hierarchy we should traverse for each specific bone. Imagine we generate the mask for a bone in a chain of bones. We look at all vertices skinned to this bone, and include those vertices in the mask. With a hierarchy depth of 1, include all vertices skinned to its parent bone as well as to its child bone. With a hierarchy depth of 2 we also include the parent of the parent and the child of the child if it exists. We always want the mask to be large enough, otherwise if say skin stretches a lot, we will not capture the vertex deltas for those vertices far away from the bone, which can cause issues. However we don't want the mask to be too large either, as that costs performance and memory usage.