Bake Deformer tool

Use the Bake Deformer Tool to approximate deformations from arbitrary deformers so that you can export complex rigs to applications that have limited deformer support. This method binds meshes to skeletons using a 'smart' calculation of weight values.
Note: Bake Deformation to Skin Weights does not create a new type of deformer, nor does it modify the result of the existing deformers on the Source character.
Note: This works well with deformations like Rigid Bind and Delta Mush. You can also use it as a quick trick for determining default character bind weights

See Bake deformers on a character for information about using this tool.

Source
Specify the character you want to simplify.
Mesh
The mesh that is to be baked.
Skeleton
The skeleton that is to be baked.
Destination
Specify what receives the transformation.
Mesh
The mesh to which deformations are applied.
Skeleton
The skeleton to which the deformation are applied.
After Maya 2018 update 4, skeleton colorization is no longer automatic when you use the Bake Deformer tool and no color is assigned to the skeleton when you create a new skincluster.

Now, skeleton colorization is optional. If you want the skeleton to be colorized, you can activate it with a script in the Script Editor using the following flag on the bakeDeformer command:

colorizeSkeleton = true
Number of influences
Lets you increase or decrease the maximum number of influences that are used per vertex.