skin deformation affecting normals

I have a situation where the animation on my character is causing some weird “reflection flow” on the topology.
Not sure if its related to normals or tangents (under arm pit area as you can see below).

All my normals are carefully edited in Maya.
Any ideas on what’s causing this? and how to fix this?

BUMP! I really can’t see seem to find a solution :frowning:

is the “Normals” enum, just chose Generate instead, and change the Smophing angle to 180 ^^

Tried what you suggested but the area under the armpit is still looking weird: