Double Deformation

Bottem Line: How do I keep body deformers from deforming a bodysuit a second time?
I'm getting this hilarious but frustrating problem when I import a uniform from both Cinema 4d and Zbrush. And the weird thing is it doesn't always happen. I'm using the g2m bodysuit (which I love). I'm painting it myself so I need to apply a UV in zbrush and also stitch the magus collar onto it in Cinema so its one uniform. When I reimport the new bodysuit my muscle dude turns into steriods gone wrong dude. It looks like its reapplying the deformers and effectively doubling them. In my female superhero by the way, her chest gets bigger though that's kind of weird because I didn't deform the g2f's chest in any way. If I had to guess, that's a clue.
If I export a g2m bodysuit either alone in the scene or in an undeformed default g2male, everything's fine. But my muscle guy's UVs get messed up around the seams because of the deformation that occurs when I fit it to the model that zbrush's UV master can't take into account. And since I have this hex pattern on the bodysuit it really shows.
I've exported to zbrush with deformers on and off. I've tried exporting in an FBX with the deformers turned off. I've had some success lowering the deformers but it doesn't look like it should.
This is happening when I use the Daz internal bridge to zbrush. And I won't touch the model in zbrush except to apply the new uv map which I make on a clone. And since its also happening importing an OBJ from Cinema 4d (as well as fbx), my focus for the problem is Daz.
Daz had to have taken current deformation into account when creating the bridge. Its got to be something I'm missing. Plus it doesn't always happen. Though I haven't been able to recreate a success in a while. So I don't know.
Help please.
Comments
What a magical forum. Evidently someone read it before anyone replied and psychically gave me the answer. Don't fit the uniform. For snicks and giggles I just parented the new bodysuit and then merged the clothes in an FBX file and exported to Cinema 4d. It created a second uniform and didn't get rid of the bodysuit's rigging. But I just had to delete them and now the uniform is wonderfully skinned and weighted like only Daz can.
But I would like to know if anyone knows why this is happening. I only sidestepped the issue.
Make sure you are working on the base shape, if you model around a morphed figure and rig then you will get the morph projected into the mdoel as well as baked into the base shape. If you must model around a shape, when using the Transfer Utility set the Source Shape to the morph used (or to Current if it's multiple morphs), then check Reverse Source Shape from Target in the extended options (click the button at the bottom of the dialogue to show more options).
Thanks.