Does anyone know what is the Maya equivalent of Max's Angle reformer (in the skin modifier) or the skin morph modifier? Are those corrective blendshapes?
Watch for deformation order - this is true in Max as well. Understand the concept of blend shapes: each target/shape whatever stores information for every vertex of your model, which is a point in 3D space where it should travel to as you increase the shape's weight to 1. Skinning also moves the vertices, driven by the…