This plug-in for Maya exports the skin cluster weights of your selected mesh to a file, which can then be used to re-create the skinning of the model.
Exporting and importing of skin weights is an important step during the rigging process in case a character needs to be rebuild.
There are many other solutions for this process and they all differ in style and speed, whereas speed is the most important difference, especially with meshes of higher resolution.
transferSkinCluster only stores weights on a vertex id basis which might not be ideal in all cases where meshes vary in resolution. Though in most cases where it’s necessary to read and write skin weight data the source and destination model is the same.