No it doesn't, and that plugin is probably faster, so either is fine.
As for losing the weights, there's actually a really easy fix for that. Despite detaching an element, the skin modifier will save the changes to the weight that had been made to those now separate vertices. All you need to do to restore them is right click the skin modifier from object 1 and paste it over to object 2, and it'll move back to it's weighted position.
There are a couple extra steps to doing that though, you have to add an edit poly on top of the skin modifier, press the lightbulb to turn off the skin temporarily, detach what you want to, delete the edit poly modifier, turn back on the skin modifier, then finally copy it over to the newly detached object. If you don't use this method and instead use the editable poly that's underneath the skin, it'll reset your rig, which is definitely what you don't want.
I'll make a tutorial for that too if that isn't clear enough

Alright and thanks.

I actually needed that to fix a model, I would've had to re-rig the entire thing otherwise :O
I'd say that's a pretty clear explanation.
^_^" Sorry to bother, but I'm facing a problem with the new BrawlBox. Whenever I use the Clean function on an animation, it corrupts the entire Fit###MotionEtc.pac.

How does something like that happen? Hasn't happened to me...

A ripper like Direct X Ripper is usable, but like shown, it doesn't rip that smoothly.
Just use the MeshSmooth, VertexWeld or Smooth Modifier.

I prefer VertexWeld at 0.01.

Btw, just gonna throw this out there, if your model is already rigged, don't bother re-rigging it to a Brawl skeleton. Just name the bones to be the same as a Brawl bone structure and use the animation porter. Seriously, that's the #1 reason why I added the animation porter in the first place.

