Due to the Robot’s joint placement in the rigs it allowed the joints in those areas to have influence over that section of the ‘mesh’ once skinned. Before animation can happen, I had to join the joints (skeleton) to the model (mesh) so it was now one object. I then applied 100% skinning on every region to a certain joint for control. This became very important for the FK rig since the Game Designers wanted the Robot to be able to fold up into a tight squat pose. Having the correct skinning on the legs was vital for every animation as it effects the shaping greatly.