Creating a rope using skinned mesh renderer

I’m trying to create a physics based rope. I’ve got joints in a parented hierarchy. Each joint has box collider, rigidbody and hingejoint components. They follow themselves as expected. However the skinned mesh refuses to follow them. It seems that it only follows the root joint and ignores the rest.

Here’s my skinned mesh renderer settings, there really isn’t that many settings to play around with.

What am I missing? Why does my mesh not react to all the joints? The mesh has the same amount of segments as there are joints. The segments are located between the colliders, where the joints are.

Turns out since I was creating the mesh dynamically, instead of importing a skinned model from a 3d application, I was missing the assignment of bones, boneWeights and bindPositions.