Binding smooth skin includes setting the smooth bind options, binding skin, then checking the binding by exercising the skeleton.
To bind skin
(Use these steps if you have already set the Bind Skin Options you want.)
To set bind options first, then bind skin
For more information on how these options affect the initial skin point weights, see Bind methods for smooth skinning.
For example, select Weight Blended if you want paint weights to blend between linear and dual quaternion skinning. See also Blend smooth skinning methods.
(This mode becomes important as you edit smooth skinning later. See also Smooth skin weight normalization.)
Typically, a maximum of four or five joints influence a given smooth skin point for a character.
(When you bind skin, the Dropoff Rate applies to all the selected joints. The influence each joint has on a particular point varies with the distance between the skin point and the joint.)
You can also click Save to save the options you have set without binding skin.
You can view an example skin binding workflow here: Skinning a cylinder by smooth skinning