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i got a rigged mesh with a subdivision modifier thats after the armature modifier, that gave me deforms that look like this enter image description here

enter image description here

enter image description here

enter image description here

is there a way i can preserve these deformations after applying the modifier?, only options i can think of is duplicating the mesh and using a data transfer modifier to transfer weights from the 2, or just redo weights entirely on these areas

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    $\begingroup$ why do you feel that it is necessary to apply the modifier? Modifiers provide a way of keeping to a non destructive workflow, and the ability to always go back to a previous state. Applying the modifier takes away that possibility. $\endgroup$ Commented Jun 22, 2020 at 22:40
  • $\begingroup$ reason why i want to apply the modifier is because i want to import this model into unreal engine, that way i make sure i got consistent weights and deforms on both sides $\endgroup$
    – Zophiekat
    Commented Jun 22, 2020 at 22:43
  • $\begingroup$ For the sake of the non-destructive workflow, at least consider saving a separate version of your file from before appying of the SubD modifier. As far as your issue goes, I find that in a similar project of my own, I get the same issue of the character's mesh taking on a different look after applying the modifier. I don't know why it does that or how to avoid it. The mesh just never looks the same prior to applying as it does after, no matter how high I set the detail for the viewport display in the modifier settings. I don't know why that is, either. $\endgroup$
    – R-800
    Commented Jun 22, 2020 at 23:53

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