are you talking about a setup where first skin cluster controls main deformation, then secondary one acts as a corrective?
This involves some work and can’t really be explained in one post, but the essence is in understanding how skinCluster calculates the deformation. For each joint, preBindMatrix and “current matrix” is maintained. Only the difference between those two is applied to mesh as a deform amount, so in general if you connect joint’s world matrix to both current and pre-bind, you’ll get no deformation at all.
Because maya won’t allow assigning another skin cluster to same mesh, you’ll have to use duplicate mesh to create second skin cluster. To bridge first skin to second one, connect outMesh of first skin to inMesh of source shape in deformation chain of second skin - use graph editor to find the root of deformation chain, shape should be named with “orig” suffix.
Now with that setup, you can, for example:
- create a correctiveBaseJoint with a child correctiveOffsetJoint
- constrain corectiveBase to first skin (any type of transform->geometry you prefer, e.g. rivet); it now moves with first skin
- add correctiveOffsetJoint to second skin as influence;
- connect correctiveBase as Offset’s pre-bind matrix. can’t remember here if you need inverse matrix or normal - experiment a little bit here needed:]
- at this point, unless Offset moves relative to Base, second skin should not add any additional transformation.