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Best way to handle maya's ability to have different joint bindPoses per skin? #1154

Answered by williamkrick
pmolodo asked this question in Q&A
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Yes, skinCluster.bindPreMatrix is what is used as the bind pose for the skin cluster. This attribute is set by the skinCluster command when an influence is added to the skin cluster, and after that the value doesn't change. I don't see a way for changes to the dagPose to modify skinCluster.bindPreMatrix, and all the deformation algorithms use bindPreMatrix as an input (vs. looking at the dagPose). You could modify skinCluster.bindPreMatrix directly with setAttr or a connection, I believe all the code is in place for that to work correctly.

From the point of view of what is actually happening right now, it looks like the dagPose could be removed and everything in Maya would keep on working…

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@pmolodo
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@williamkrick
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