If you dislike the smooth skin behavior after binding, you can detach the skin, edit the skeleton or the deformable objects, set new binding options, then bind again. Skinning can be an iterative process of checking the binding, detaching, editing the skeleton, and then binding again.
You can also edit the smooth bind options (for example, Max Influences and Dropoff Rate) without detaching and binding again. (See Edit maximum influences, and Edit joint smooth skin attributes.
As you exercise the deformable objects and check the binding, you can modify the deformation effects by using the Paint Skin Weights Tool to view joint influences and paint weights.(See Painting smooth skin point weights.) To edit the skin point weights directly, you can use the Component Editor. See Editing skin point weights.
Note that when you edit joint smooth skin attributes and change Dropoff attributes, you then need Maya to recalculate the affected skin point weights. In turn, this can alter any other changes you might have made to the skin point weights. Consequently, it’s a good practice to edit the Dropoff attributes first, and then proceed to editing and painting the skin point weights.
You can also control smooth skinning deformation effects with smooth skin influence objects. A smooth skin influence object can be any NURBS surface, NURBS curve, or polygonal surface (mesh). For more information, see Smooth skin influence objects.