Whenever you create a rigidly skinned
mesh within maya, you will end up adding in a number of MFn::kJointCluster
nodes into the scene. In essence a joint cluster, simply maintains
a list of vertices from a number of shapes that are directly influenced
by that joints transformation. ie, rather than parenting an entire
geometry object to a specific bone, we are parenting groups of
vertices under individual bones.
Finding all Joint Clusters
in the Scene
When retrieving mesh data, you will need to use an MItDependencyNodes
in order to loop through a list of clusters.