Build a set of masks, all concatenated into one flat array. The number of masks is (NumBones + NumCurves + NumBoneGroups + NumCurveGroups). Each mask contains Model->GetNumBaseMeshVerts()number of floats. The masks for curves and curve groups are all set to 1.0. The masks for bones and bone groups contain all the vertices they influence during skinning, as well as the ones from the parent bone. This will modify the item mask buffer as returned by UMLDeformerMorphModel::GetInputItemMaskBuffer().