well it depends on the software , but usually one always skins a whole fluid mesh and not lots of separate objects. The object position itself often works in the engine as local pivot of the object (it gets shifted in the engine around). And thats why its often just 1 mesh- and not multiple because it would also mean more…
ever skinned a character? if you want to rig and skin the character it is usually easier to merge everything. Besides that its also easier to: - edit UVW so that you can put all uv shells together into 1 layout - export to the engine- the different objects to export the slower the engine will handle it. Thats also why some…