After you export weight
            maps (
                     Export weights)
            you can import the map to a character in the same scene, or import
            to a character in a different scene. 
         
         NoteIf you want to transfer
               skin weights based on spatial location and not UVs, see 
                        Copy smooth skin weights.
               With 
Copy Skin Weights, your source
               and target skinned geometry do not need to have the same UVs.
            
 
         Warning
               
                  - You cannot export or import skin weight
                     maps to lattices.
                  
- When importing painted smooth skin weight
                     maps from a polygon mesh, the mesh’s UV maps must be free of any
                     overlapping UVs. Otherwise, undesired results will occur.
                  
 
         Importing to a character
               in another scene
            
            You can import weight
               maps to a smooth-skinned surface in another scene so that its skin
               deforms the same as the first surface. The surface in the second scene
               must have the same UV orientation as the original surface, but it
               can differ from the original as follows:
            
            
               - It can be scaled differently but must
                  be proportioned similarly in regions of significant deformation,
                  typically around joints.
               
- It can have a different number of spans
                  and sections.
               
- It can have a different world space position.
                  For example, if you export
                     the smooth skin weight maps from the character on the left to the
                     smaller, pregnant character on the right, the skin deforms the same
                     on both. This saves you time painting weights on the pregnant character.
                   
Importing back to the original
               character
            
            You can also import the
               maps back to the original surface. Examples of how this is useful:
            
            
               - If you are roughly satisfied with the
                  skin weights for a surface but want to experiment with different
                  weights to enhance the look, you can export the maps to have a backup
                  of the satisfactory version.
               
- If you apply an influence object to the
                  surface, Maya alters the weights of the smooth skinning in the region
                  of the influence object, sometimes with undesirable results. To
                  avoid this situation, you can export the maps, add the influence
                  object, import the maps to the surface again, then paint weights
                  near the influence object. This avoids the unintended automatic weight
                  alterations.
               
To import weight maps
         
         
            - Select the skin object(s) you want to
               receive the maps. If objects are parented or grouped, select each
               object individually. 
            
- Select 
                        Skin > Edit Smooth Skin > Import Skin Weight Maps.
            
- In the file browser that appears, specify
               the name of the previously exported .weightMap file for the maps
               you want to import.