Perhaps try this: 1. set the character in the desired pose (t-pose) 2. select the mesh (with Skin modifier) 3. in the main menu bar : Tools > Snapshot (options Single and Mesh) This will create a copy of the mesh in Max, set to the t-pose with no Skin modifier. 4. select the mesh with Skin modifier 5. Set Skin to Off (eye…
Animation terminology is as follows... Geometry is skinned for deformation to bones. Bones are rigged to control objects for animation. Using skinning and rigging interchangeably can get confusing. So just stick to the above. I'll rephrase this..."This only works on the bones if they are not rigged" The Skin modifier keeps…