You probably already know how to do this, but Ill tell you anyway since its useful in max.
The problem I sometimes get with running through dozens of character models in a project is that parts (lets choose hands as an example) were modelled in one position, skinned, and then the initial postion/pose of the bones get moved.
What happens when you turn skin off and on? The hands snap back to their initial position. I used to save out skin weights, collapse the mesh, reapply skin, reload weights. But that was slowin' me down man! So...
* Copy the skin modifier in the stack.
* Paste it.
* You now have two skins in the stack, and the hands have moved in the wrong direction (opposite to their build position).
*Collapse To the first skin modifier onto the EPoly/EMesh below it. This bakes the correct animated position/pose into the mesh.
*You still have a copy of the skin modifier will the correct bones and weights, but the wrong position. hmm
* Ah! Toggle always deform off and on.
Sorted.
Replies
Worked great, but I collapsed THEN pasted the skin. Probably doesn't matter but it was easier to see what was happening that way.