Calculating Skeleton-Deformed Mesh Normals
You're right, standard skinning pipelines don't produce correct normals. You get similar problems when using translation on joints, which is very common in facial animation. The only way to get a correct result is to take the average of the surrounding face normals - this is not information you will be able to get in the vertex shader, so you'll have to use a geometry shader or run your skinning on CPU or a compute shader.