It's non trivial (since Maya has nothing built in to do this), but you find the 3 verts closest to your point, and their weights. If the point isn't exactly on that tri the 3 verts define, you need to use the vector maths to project it down to that plane. You can then use some (roll your own) barrycentric coordinate math to figure out what that interpolated value is. No example code since it's proprietary, but that's how I do it.
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