normalization is a process where a sum of influence weights for a vertex is made to be 1.0. if you had one influence with 1.0 weight, and another one with 0.5, they’re reduced to 0.666 and 0.333.
With interactice normalization, like you’re used to, when you add some weight on one influence, weights are reduced on others. Post normalization keeps whatever you’ve painted for each influence, doing the normalization only at the time of deformation. Some general math applies here, like the fact that if you paint smooth weights for each influence (which is much easier on post-normalization rather than interactive), the resulting interpolation in normalized sum of those will also be smooth.
While this sounds good in theory, it’s still not very intuitive to use. Like a simple situation where you’d just want to paint a 1.0 weight for an influence, but instead you’ll have to go and remove weights for all other influences instead. I find my idea of skinning layers (shameless plug for ngSkinTools, heh) much more suited for situations where you’d want a fine control between separate groups of influences.