Not sure if there is a proper term for this but here is the scenario:
I have a Character with a beard, the beard and the character are both a seperate mesh and have been rigged and skinned and everything. The problem is that I wasn't really happy with the beard so I made a new one and I have skinned it and that works fine, the question follows "Is there a way to take my skinned new beard and import it in the separate animation files so that it is bound to the existing animated skeleton in that scene?"
Sorry if this is a noobish question but I can't seem to figure it out, thanks in advance.

Replies
Your case is a good example for animating on a referenced rig.