Rigging is the process in which you create bones within a scene and then animate them to bend in a certain direction. This process is used in all character animations as it creates the skeleton of each character and allows them to move in a lifelike fashion, this can also be used to exaggerated features within cartoons such as a hammer hitting an object and rippling.
Skinning this the process in which you add a mesh to the rigging that has been created, in this case a cylinder to these 4 bones. This is how the characters will get there appearance in the scene. There are problems that can arise from doing this as if there are to few vertexes at the bend points it can cause conflicts between each bone and also can create z fighting where both textures on each bone are fighting for the same area to display.
I have chosen not to use these techniques within my animation scene as I do not have any characters within it and also I do not wish to exaggerate any aspect of my scene but this could come in useful later on when creating other games that could require character animation.