A bone can be made to deform only selected vertices on an object, this deform is called skinning. With skinning, multiple bones can operate on a single mesh.
To enable skinning, attach an object to a bone as normal. Then, in the right-hand Skeleton list, right-click the attached object and select Enable Skinning.
There are some situations where an object will automatically be skinned. If you attach an object that is already a skin for the skeleton, it will be automatically be set for skinning. If you attach an object to multiple bones at once (select multiple bones and drop an object onto the selection), that object will automatically be skinned.
Once skinning is enabled, use the controls in the Skinning panel to select vertices to skin.
Motion Studio supports vertex-weighted bone blending. If two or more bones are set to deform the same vertex, the bone deforms are blended. For each bone, vertices are weighted to determine how must effect the bone will have.