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after skinning an object, select it and the joints you want to skin to for the second skinCluster. click the button "create second skin cluster from selection" you have 2 new surfaces to edit/paint weights on... - *originalSkin (has the old skinCluster weights) - *newSkin (has the new skinCluster) the original surface now has an attribute called "skinClusterBlend" that blends between the 2 skinClusters. at this point it appears/acts just the same as a blendShape between *originalSkin and *newSkin.. however.. after finalizing weights you can delete *originalSkin and *newSkin and it still works. unfortunatly maya will not just let us edit the weights on the final skin.. so... If you want to go back (after deleting *originalSkin and *newSkin) and edit weight, select the surface and click "reCreate surfaces for weight editing"
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