You can bake deformers onto a character to approximate the deformations for game engines with limited deformer support. 
	 
To bake a character's deformers
- Enter 
		  BakeDeformerTool in the Maya Command line. The 
		  Bake Deformer Tool window appears. 
		
- Right-click the top of the character's hierarchy (for example, the hips) and choose 
		  Select Hierarchy from the contextual menu. The entire character skeleton is selected. 
		
- Shift-select the Character mesh. 
		   Select both the skeleton and the mesh 
- Click 
		  Source in the 
		  Bake Deformer Tool window to add your character's properties to the 
		  Source fields. 
		
- Now, do the same for the destination character. (Right-click the hips joint, choose 
		  Select Hierarchy and then Shift-select the mesh.) 
		
- Click 
		  Destination in the 
		  Bake Deformer Tool window to add your character's properties to the 
		  Destination fields. 
		
- Click 
		  Apply. The Source Character performs a series of quick transformations to calculate the deformer weighting. 
		  
 
		
You can verify that the deformers have been converted to cluster deformers by comparing the two characters in the 
		Attribute Editor; the destination character will have no deformer tabs except for a skin cluster.