First of all, I'm going to assume the respective models have been compiled already? If not, you can just open either instance of them and export their respective files, since animation .SMD's contain no UV data (or meshes, for that matter; they don't need any of it). All animation weights are handled in the reference .SMD, while animation .SMD's contain only bone movements, so as long as the rigs between the two instances of the model are identical, you should be peachy-keen.
If they have been compiled into .MDL files already, fret not!
http://developer.valvesoftware.com/wiki/$includemodelYou can compile a reference .SMD with an existing .MDL file and the animation data from that .MDL will be included in the resulting model. Valve did this with all their character models in Half-Life 2. This way, changes to the reference models (UV's, weights, all that jazz) could be made without ever needing to touch the animations they had already set aside. They could also compile those existing animations into a completely new character model they (or you) might wish to create.
I hope this was helpful. Let us know what's up, and good luck with that project!
For fast-acting relief, try slowing down.