yes it would be nice to find a way to fix saved skeleton deformations in idles and animations, like the hands bug in the sexy idles and various breaks around the thigh/stomach area in a few sexlab animations, so maybe this is it. I believe the crushed hands problem is caused by a morpher modifier not properly being collapsed before the skeleton/body is exported... the problem of the crushed hands can be recreated by placing the body morpher modifier below the skin modifier, maybe, when the animation(s) were exported, the body/skeleton was exported, then the skin modifier was exported but then the morpher modifier collapsed creating the crushed hands... I've been able to recreate this problem in max, but I haven't tried your suggestion of flapping the 'always deform', I'll definately try that, i'm also not 100% clear on how to re-import animations and then export again without creating problems between _0 and _1 meshes and the skeleton... perhaps its best to do animation exports with just the 0 weight body.