Context
Skinning
In the context of modern 3d graphics, "skinning" refers to a mesh being deformed by bones (as if the mesh is skin wrapping the bones and the skin stretches to accomodate for bone movements).
There's almost no constraints on how this deform happens, the mesh vertices may be rigged to one or more bones, using weights to blend the transformations. There's also no restrictions on which face(s) the vertex belongs to and how the other vertices on those faces are rigged.
In ancient days (n64 era) however the processing power and complexity level wasn't quite there yet for general use and there were constraints to save processing power.
The three main OoT skeleton types
In oot, there is a generic least-constraints multi-weighted-vertices (a vertex may be influenced by several bones, according to defined weights) skinned skeleton system, SkinSkeleton, which is used for horses.
There is also a widely used single-weighted-vertices (one bone per vertex with weight 1) skinned skeleton FlexSkeleton.
Examples: Link, carpenters...
And finally there is the simplest single-weight non-skinned Skeleton
It is "non-skinned" in that a triangle's vertices may only be deformed by a single bone, so a triangle is never stretched.
Illustration of such a rigged mesh:

Suggested names
After investigating I concluded to suggesting the following name changes:
- Skeleton -> DisjointedSkeleton
- FlexSkeleton -> RigidSkeleton
- SkinSkeleton -> SmoothSkeleton
Note:
- OoT also has "CurveSkeleton" which not much is known about. It gets little use by the game.
- MM also has a "c_keyframe" skeleton system which not much is known about, too.
References
Context
Skinning
In the context of modern 3d graphics, "skinning" refers to a mesh being deformed by bones (as if the mesh is skin wrapping the bones and the skin stretches to accomodate for bone movements).
There's almost no constraints on how this deform happens, the mesh vertices may be rigged to one or more bones, using weights to blend the transformations. There's also no restrictions on which face(s) the vertex belongs to and how the other vertices on those faces are rigged.
In ancient days (n64 era) however the processing power and complexity level wasn't quite there yet for general use and there were constraints to save processing power.
The three main OoT skeleton types
In oot, there is a generic least-constraints multi-weighted-vertices (a vertex may be influenced by several bones, according to defined weights) skinned skeleton system,
SkinSkeleton, which is used for horses.There is also a widely used single-weighted-vertices (one bone per vertex with weight 1) skinned skeleton
FlexSkeleton.Examples: Link, carpenters...
And finally there is the simplest single-weight non-skinned
SkeletonIt is "non-skinned" in that a triangle's vertices may only be deformed by a single bone, so a triangle is never stretched.
Illustration of such a rigged mesh:
Suggested names
After investigating I concluded to suggesting the following name changes:
Note:
References
discussion on Discord with
@train_rlgwho is experienced in 3d modelling (zeldaret discord)https://discord.com/channels/688807550715560050/838852326231769089/1136617092066590740
Maya (3d modelling software) documentation
https://help.autodesk.com/view/MAYAUL/2019/ENU/?guid=GUID-30415E88-797A-424E-95C5-8EDC79B25614
https://help.autodesk.com/view/MAYAUL/2019/ENU/?guid=GUID-11007900-329F-40ED-9C38-BE4DB5C39832
http://people.rennes.inria.fr/Ludovic.Hoyet/teaching/IMO/05_IMO2016_Skinning.pdf
mentions rigid skinning but not smooth skinning
https://help.autodesk.com/view/MAYAUL/2019/ENU/?guid=GUID-EFE68C08-9ADA-4355-8203-5D1D109DCC82
https://en.wikipedia.org/wiki/Skeletal_animation
Blender (3d modelling software) manual
https://docs.blender.org/manual/en/latest/animation/armatures/skinning/introduction.html