A bone defines the subset of the geometry’s control point, and defined blend weight for each control point. The Bone object cannot be used directly, a SkinDeformer instance is used to deform the geometry, and SkinDeformer comes with a set of bones, each bone linked to a node. NOTE: A control point of a geometry can be bounded to more than one Bones.
Gets or sets the node. The bone node is the bone which skin attached to, the SkinDeformer will use bone node to influence the displacement of the control points. Bone node usually has a Skeleton attached, but it’s not required. Attached Skeleton is usually used by DCC software to show skeleton to user.