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So unless someone releases a better Blender plugin out of nowhere, that makes my idea pretty much impossible.
It's the model compiler that uses this system, not the game. In the compiled models, vertices are bound to bones in a fairly conventional way...To transfer weight assignments directly, you'd need a better model compiler or a Blender add-on that writes files in the Dark formats....Worse than that, if somebody did release that plugin, the engine still wouldn't be able to handle the "human with a jaw" creature type, which it doesn't know about.