Hello !
First this is a workflow that works in Maya, but in blender it’s more difficult, some people tried it and I’m not sure they have been successful.
A completely different approach to solving that is multiple people working on the same scene : https://gitlab.com/slumber/multi-user
To have discussed with pipelines TD on different maya based studios, some would argue that its required to build complex projects, some other say that it’s prone to error and should be avoided.
My take, is that especially with blender this isn’t something you should do because blender isn’t really thought around that. And therefore you’ll build a complex methodology just to circumvent this limitation, creating more trouble than it’s worth down the line.
In the end, if some modeling work needs to be done while the rigger is also working on the scene. Just let the modeler work on a copy of the scene, and then the rigger will append the changes.
It’s something that should be more the exception than the norm.
Sometimes you are forced to work rigging while modeling, and it’s something you should avoid. Because each new iteration of the model , proportions would change, you can’t make vertex groups unless the model is final and so on..
It’s basically a waste of time that should be done only if you can’t otherwise.
In a more classic project, you can just schedule the work in a way that people don’t step into each other toes, and when they do it can be handled with basic tools. Even the most robust technique will break if you change topology, and transferring weights is probably not going to be good enough.
As long as your team is small enough so the modeler can talk with the rigger, then this is likely to be much more efficient that any clever tool you can build !
Happy to discuss that further and share production experience as a learning opportunity !