But im sure youll get it once you look at the connections and availeble connectors for a while
Well, I did spend some time looking (see? see the drool on my chin?) but I don't know enough about how all this stuff works to build the connections as you say.
I suppose I'll just have to detach the skinned geometry, delete by type history, and rebuild the animation clusters. I thought I might have found the answer when I came across Akihiro Yoshida's mel script "ak_goodbyeHistory", but all that does is delete the nodes. It doesn't bake the deformations.
And now a bit of editorializing (or call it whining, I suppose):
It seems to me that to have a feature where a node in an object's history could be "baked" would be a good item.
See, what I've done is to change the head on a rigged character by deleting faces on the character's geometry and swapping in another head. So the "polyChipOff" and the "polySeparate" nodes are still there taking up space among the "eyebrowLeft", and "upperlip" deformation clusters. "ak_goodbyeHistory" deletes the results of the node as well as the node.
Thanks for your help though Joojaa. I've got your instructions set aside to look at from time to time and maybe it will penetrate someday. Although if I ever DO get it, it may put at risk my membership in the Loyal Order of Technophobes and Luddites.