All skinning is performed on VU1. The default PlayStation 2
skinning pipelines have a limit of 64 matrices in the skinning
palette. This limit defines the maximum number of used bones that
can be used whilst rendering. All default skinning pipelines (and
the legacy grouped versions) support up to 4 weight skinning :-
If a skinned geometry uses more the 64 bones up to a limit of
256 then the RtSkinSplit Toolkit will have to be
used to recondition the geometry before it can be rendered. Once
this toolkit is used to split the geometry then the following
pipelines must be used, as the default skinning pipelines do not
support split skins for pipeline performance reasons :-