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>> No.697767 [View]
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697767

In Maya, is there a way to unbind a rigged skin to the skeleton's preferred angle? The model I'm working on was first modeled in a T-pose but I'm now preferring to work using more of an A-pose, and when I unbind to go modify topology it goes back to the T-pose. If I try reworking topology not using the preferred angle, when I bind again the modifications cause the skin weights to mess up.

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