During smooth skinning, you bind a model’s deformable objects to a skeleton. After smooth skinning, the deformable objects are called smooth skin objects (or skin objects, or skin). The points (NURBS CVs, polygonal vertices, or lattice points) of the deformable objects are then referred to as smooth skin points, or skin points.
The skin points can automatically avoid the improper influence of joints that are in close proximity but are far in terms of the skeleton’s hierarchy. For example, you can avoid having to worry about hand skin points being influenced by a nearby thigh joint.