Rigid skinning

Rigid skinning provides articulated deformation effects by enabling joints to influence sets of deformable object points. To see an example, click Example: Skinning a cylinder by rigid skinning.

With rigid skinning, only one joint can influence each CV, vertex, or lattice point. This provides rigid deformation effects that you can smooth by using lattice deformers, cluster deformers, or flexors.
Note: Rigid Bind menu options have been removed from Maya to streamline other workflows. Rigid Bind functionality is still present using scripting commands. You can also obtain a Rigid bind using smooth skin with 1 influence per vertex.
Note: Rigid Bind menu options have been removed from the Maya User Interface to streamline workflows. Rigid Bind functionality is still present using these scripting commands:
Menu Item Command
Skin > Rigid Bind RigidBindSkin
Skin > Rigid Bind > Opts RigidBindSkinOptions
Skin > Edit Rigid Bind > Create Flexor … CreateFlexorWindow
Skin > Edit Rigid Bind > Copy Flexor CopyFlexor
Skin > Edit Rigid Bind > Reassign Bone Lattice Joint ReassignBoneLatticeJoint
Skin > Edit Rigid Bind > Preserve Skin Groups > Detach Skeleton DetachSkeleton
Skin > Edit Rigid Bind > Preserve Skin Groups > Detach Selected Joints DetachSkeletonJoints
Skin > Edit Rigid Bind > Preserve Skin Groups > Reattach Skeleton ReattachSkeleton
Skin > Edit Rigid Bind > Preserve Skin Groups > Reattach Selected Joints ReattachSkeletonJoints
Note: You can also obtain a Rigid bind using smooth skin with 1 influence per vertex.