Here's it is. To use it just select the mesh you want the weights transferred onto and type CRbakeWeights in the command line. The bones that you want transferred over MUST already be bound to the mesh, but they can have zero weight. The simlpest thing is to create a single extra dummy bone, select that and your entire…
Do you have a wrap deformer weighted to bones, that deforms a mesh? If so, I have a script I wrote that should work: it's for converting lattice deformers to the bones, it's basically the same thing.
i'm having lot's of fun here with 3ds max's neat ability to convert wrapdeforms into regular skin. now i'm working on this project that's mainly maya-based and want to know if there's a solution out there that let's me do the same thing in maya - convert the skinning of a wrapdeformer-driven mesh into a regular skincluster…