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,…
If you only changed the geometry, you could create a small script (a sequence of MEL commands basically) that imports (or references) your new skinned mesh, duplicates it in the bindpose, skins it to your animated rig and copies the skinweights of the imported mesh. You can then run this over all your animation scenes.…