IMPORTANT: This is an advanced tutorial for experienced users already familiar with Uefy 2 workflow and Blender + Rigify rigging process. If you are new to this please start with ruclips.net/video/mg75kSkKkug/видео.html rather than this tutorial. The full playlist of tutorials for Uefy 2 is listed in the description.
I really like how you simplified the bone renaming, its so much less a hassle and so easy to do in Uefy 2. I also appreciate you going through the process and explaining the tools. This video really helped me get to the point of what I needed to do.
Hello Rakiz, I bought Eufy couple of days ago and it's amazing. Although I just have one little issue, the change pose in the process halts my workflow heavily. I prepare blendshapes with zBrush and bake with Substance, but changing the pose and not being able to retrieve base pose stops me from doing that. I have tried couple of things but haven't really found a solution. Is there a way to keep our base pose? Or do you have any suggestions? Looking forward to hear back from you >.>
Updating the pose can be skipped. For example you start with a t-pose character you can keep it that way by following the whole process just skip clicking on 'Pose Character' button.
I played around some more and found out preparing 2 armatures one posed and one with default pose and transferring pose inside unreal via pose assets yielded best results. In case anyone has a related issue to mine, hope this helps you.
Is it possible to add the additional bones to the meta rig before clicking on rig/build skeleton as shown here in the video? so one can save preset metarigs ourselves for example?
You can add any number of additional bones to a character using this video as a guide. You just need to be sure the added part is a supported rig type as listed in rakiz.com/uefy FAQ section. You can create a customized metarig then append it to a new blender project for rigging additional characters with the same bone structure.
Thanks for the great tutorials, I'm now heading towards the final step in rigging my character. I've got all the vertex groups matched to the bones and everything else is working fine, but somehow my toe (toe_ik.L & R) gets stuck on the ground when moving character around gabbing torso. Struggling with this for days. Could you give me some advice ?
Toe IK is a recent addition to Rigify. If you don't want it then select metarig object go to 'Pose Mode' and select 'thigh.L' in the 'Bone Properties' window find Rigify Type -> Options -> uncheck 'Separate IK Toe' Do the same for the right leg, make sure you have correct values for Rig and Metarig in Uefy Script Panel options. In Object Mode do Generate Rig followed by Build Skeleton. This will give you a rig without the IK toes just how rigify was in previous versions.
Hey, thanks for the awesome piece of software. I'm trying to add ears to a humanoid character that are poseable and connected to the head, but having trouble getting it to work. Will the same approach for floating armor pieces work for something like ears?
If you look at the intro video ( ruclips.net/video/6laZFauJiRA/видео.html ) around 2 min 26 sec you'll see a cat with posable ears. It uses the default metarig in armatures -> animals menu. You can study how that works. Be aware that sometime rigify causes issues when attaching child bones on the ends of some metarig samples. But ears should easily be added to the face bone.
Hi, I'm trying to follow this tutorial and when I try to generate the rig after adding custom bones I keep getting this error saying "AttributeError: 'NoneType' object has no attribute 'use_connect'." I added a lot of custom bones as the character I'm trying to rig wears a skirt and has long hair that uses multiple chains of bones, so I'm wondering if I messed up somewhere trying to add those bones to the rig.
You may have added new bones without setting a valid parent for them in the metarig. Or there is a space between the neck and spine bones and you did not update 'Use Connect' option on spine.004 as shown in www.rakiz.com/blender-2-83-lts-and-uefy-script/ Additionally you should also review the rules on naming conventions as shown in ruclips.net/video/o2CR9Zxbq0c/видео.html
@@RakizFarooq I fixed both the spine issue and renamed all the skirt and hair bones to end in letters rather than numbers, but now when I try to generate a rig it says "Generation has thrown an exception". What does this mean?
That is not enough information there is probably more to that message. 'Generate rig' is part of rigify not uefy so you've setup the metarig in a way that Rigify doesn't expect. You can send a reply to the email with your order id and attach your blend file. I can take a look at it.
Hello! I just want to say I really enjoy your videos and the uefy script I bought. Its made my life a lot easier for sure. I however keep running into an issue when to build the skeleton. the message reads, "ERROR: make sure 'shoulder.l' bone has a rigify type set in pose bone data properties" I admit I'm still learning though cant figure this out. Any ideas?
Select the metarig in Pose mode, select the left shoulder bone and check Bone Properties -> Rigify Type -> Rig Type should be 'basic.super_copy' If you generated the metarig as shown in the tutorial this value will already be correct. So I'm assuming you edited the value or you added additional bones which were not properly parented to the metarig. You'll need to check that as it is hard to guess what was changed on your end.
I followed the tutorial, but when I exported my model into Unreal Engine, my bone hierarchy had different names from the one I made in the scripting. I know my scripting was correct because as an experiment, I exported an FBX model with the original armature and Unreal was able to read it and retarget data (this was only the renaming bones step, no metarig) I followed the tutorial using the metarig and the new exported one had names like root DEF-spine DEF-Pelvis (very bone had DEF before the name), none of these names where the ones that I did in the scripting. I cant tell if its a compatibility issue with blender, or if I got a step wrong. Do you know what went wrong, did I miss a step or did something go wrong?
Sounds like the replacement skeleton was never created. I assume you didn't click on 'Build Skeleton' once rigify generated the rig or did not have correct objects selected in the Uefy Script Panel like character, mannequin, metarig, rig options. If not that then you missed something else which you will need to figure out by watching and following the tutorial.
Hi, while following your tutorial, I got a significant amount of the same errors which say "ERROR: make sure something(i.e. forearm L or f_middle.02.L) bone has a rigify type set in pose bone data properties. It's certainly interesting because all the central bones like the upper_arm.L and shoulder. L have the right rigify type set such as 'basic.super_copy' and 'limbs.super_limb'. Should I just make all the other bones that aren't assigned to rigify type to basic.super_copy?
There are some requirements to setting up the metarig. Everything must have a parent going all the way up to the root bone All rig types must be of a supported type as listed in FAQ section of rakiz.com/uefy There are also some name rules as explained in ruclips.net/video/o2CR9Zxbq0c/видео.html Most likely you using a non-supported rig type on one of your parts or you did not parent something correctly.
@@RakizFarooq I actually have one more question. When I am trying to copy the extra bones like skirt bones and hair bones, is it okay to use basic super copy for all? or are there different methods to rig it?
I'm planning to watch this tutorial because for months now I've been struggling to get past weight painting but I can never seem to figure it out, so my question is does this video have any weight painting involved if so is it explained well?
This video is about rigging not weight painting. In this case the weights of the original skeleton are automatically transferred to the final animation rig built for the game engine. So weights are not needed to be manually updated at all.
Hi Rakiz, I really what you made and am excited to learn Unreal with it. Question - Uefy does not create an IK bone layer for my rig. Do you know what the issue may be?
Uefy will export correct IK bones when used in 'Epic Skeleton' mode. You can check ruclips.net/video/mg75kSkKkug/видео.html around 33 min and 30 second mark to see which layers the various bones are added to.
@@RakizFarooq Thank you. Last questions - First, I believe you mentioned you cannot combine blendshape shapekeys with the armature. Is that correct or is there a way for me to make that happen? Second, I have a character with wings. Importing into Unreal works and the animation is in. Would this modified armature still function in combination with animations associated with the Unreal Mannequin armature? Thank you for taking the time and making a great product!
Since Uefy 2.2 it is possible to transfer existing shapekeys to the final rig. Provided you don't change the pose on the parts of the mesh you want to copy shapekeys from. You can review ruclips.net/video/BB_bniYzADc/видео.html on how to do that. You can always create new shapekeys after you finalize the rig. If your character with wings was made in Epic Skeleton mode, the body other than the wings will still respond as usual like the mannequin. You will need to retarget your existing animations to the new character.
I created a rig from scratch using the human meta rig (with some bones deleted) and used it as a base armature. When adding a new rig for the riggify process it throws exception errors complaining about thd bones I deleted. It won't allow me to generate a rig and I can't pose another rig to my custom armature. Do I have to only use the specific bones uefy expects before the rigging process and then add them after?
The metarig is a templating system, we only use it to tell rigify how to construct the final rig. You're not supposed to bind it directly to the mesh or use it as a base skeleton. Additionally the metarig is constructed from parts like leg, arm, spine, finger etc. Each part is different some have configuration options you can use to customize the number of bones in the part. For others you can directly add/delete bones. For some a few bones are required and you can't delete those bones otherwise rigify will stop working.
Next time use the Basic Posing Skeleton provided by uefy as your base skeleton for a static mesh. It has correct names and rolls out of the box. You can customize it then pose an actual metarig on top of it with minimal hassle.
@@RakizFarooq Thank you so much for your reply! I was wondering if there was a difference and you confirmed it for me. I will go back and use this new process.
@@RakizFarooq I hate to bother you again but I used the Base posing skeleton from the addon but it gives me this error when I go to pose the mesh Python: Traceback (most recent call last): File "C:\Users\homei\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\uefy\pose.py", line 364, in execute self.update_pose(bone_name) File "C:\Users\homei\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\uefy\pose.py", line 331, in update_pose s_bone = source.pose.bones[bone_name] KeyError: 'bpy_prop_collection[key]: key "clavicle_l" not found' location: :-1 The left clavicle is present and even shows up in the custom list of bons so I'm not sure why it doesn't work. Can I skip the skeleton posing stage and move on or is this a bug causing error?
All functions including posing are working fine at my end. You shouldn't skip posing the skeleton, rather try to find out what step was left out. First make sure you have correct values selected in the Uefy Script Panel for charater, mannequin, metarig and rig. If not that then then retrace all steps presented in the video until you find what you did different.
Do you have a discord or something for this? This is a sohpisticated process where a lot can easily go wrong. I got all the way to Scanning and applying the Armature configuration, but when I "pose character" his arms deform toward hips, and he just moves funny. No clue what went wrong. Also when I tried to "fix" the skeleton, It took my 5 chain spine and made like 17 spines, and some other craziness. Could you maybe just do a few more examples with the different newer mannequins as well? I just need to see a few more demos to know what step i might have overlooked or not perfected that caused massive issues. Thanks again for your work!
Sometimes wrong object selection or multiple selected objects can cause a problem. Make sure in Uefy Script Panel you click on 'Refresh List' and update Character and UE Mannequin fields. Deselect all objects in all modes (object, edit, post). Then in Object mode select only the character's armature and click on "Pose Character". That should just work. But if not then probably missed other steps in the video.
The introductory video is made by Epic Games. It is called the Elemental Demo and you can get the project with all it's source files from the Epic Launcher Learn tab.
I managed to get good way through, but when i click build skeleton everything builds but the only my torso and head paint weights are transfered, any ideas?
Rename bone not working in uefy 2.5. is there any shortcut to rename bone? i have already watched all of your video for renaming bone but not success. please help
Rename bone is working perfectly fine for me in Uefy 2.5 and Uefy 2.6 both. Most likely you missed a ' or " pair or a comma in the custom json file. Since the file is parsed by Python you are probably seeing errors. Fix the json file and it will work. Other than that there is also the bone chain rename tool. Plus you can always select each bone and press F2 to rename.
The roll tool is working fine for me. The only thing that comes to mind is that you should check if the armature is the only object that is selected and it is in edit mode.
Around 6:38 I talk about deleting an unwanted bone and adjusting it's weight paint. From Uefy v2.3 onward there is a new tool that will allow you to delete bones without damaging the weight data. Check ruclips.net/video/WLjUmFJ7rXM/видео.html to see how to use it.
IMPORTANT: This is an advanced tutorial for experienced users already familiar with Uefy 2 workflow and Blender + Rigify rigging process. If you are new to this please start with ruclips.net/video/mg75kSkKkug/видео.html rather than this tutorial.
The full playlist of tutorials for Uefy 2 is listed in the description.
I really like how you simplified the bone renaming, its so much less a hassle and so easy to do in Uefy 2. I also appreciate you going through the process and explaining the tools. This video really helped me get to the point of what I needed to do.
I'm gonna have to watch this 10 times, to start understanding it.
You're incredible master
Hello Rakiz,
I bought Eufy couple of days ago and it's amazing. Although I just have one little issue, the change pose in the process halts my workflow heavily. I prepare blendshapes with zBrush and bake with Substance, but changing the pose and not being able to retrieve base pose stops me from doing that. I have tried couple of things but haven't really found a solution. Is there a way to keep our base pose? Or do you have any suggestions? Looking forward to hear back from you >.>
Updating the pose can be skipped. For example you start with a t-pose character you can keep it that way by following the whole process just skip clicking on 'Pose Character' button.
@@RakizFarooq THANK YOU! I spent hours trying to find a workaround, thanks a lot for your fast feedback.
I played around some more and found out preparing 2 armatures one posed and one with default pose and transferring pose inside unreal via pose assets yielded best results. In case anyone has a related issue to mine, hope this helps you.
Is it possible to add the additional bones to the meta rig before clicking on rig/build skeleton as shown here in the video? so one can save preset metarigs ourselves for example?
You can add any number of additional bones to a character using this video as a guide. You just need to be sure the added part is a supported rig type as listed in rakiz.com/uefy FAQ section.
You can create a customized metarig then append it to a new blender project for rigging additional characters with the same bone structure.
I'm looking forward to this, thanks very much for this!
Thanks for the great tutorials, I'm now heading towards the final step in rigging my character. I've got all the vertex groups matched to the bones and everything else is working fine, but somehow my toe (toe_ik.L & R) gets stuck on the ground when moving character around gabbing torso. Struggling with this for days. Could you give me some advice ?
Toe IK is a recent addition to Rigify. If you don't want it then select metarig object go to 'Pose Mode' and select 'thigh.L' in the 'Bone Properties' window find Rigify Type -> Options -> uncheck 'Separate IK Toe'
Do the same for the right leg, make sure you have correct values for Rig and Metarig in Uefy Script Panel options. In Object Mode do Generate Rig followed by Build Skeleton.
This will give you a rig without the IK toes just how rigify was in previous versions.
@@RakizFarooq Thank you soooooo much !! You've really saved the day.
Hey, thanks for the awesome piece of software. I'm trying to add ears to a humanoid character that are poseable and connected to the head, but having trouble getting it to work. Will the same approach for floating armor pieces work for something like ears?
Yes .. that is the idea. Add anything that is needed.
If you look at the intro video ( ruclips.net/video/6laZFauJiRA/видео.html ) around 2 min 26 sec you'll see a cat with posable ears. It uses the default metarig in armatures -> animals menu. You can study how that works.
Be aware that sometime rigify causes issues when attaching child bones on the ends of some metarig samples. But ears should easily be added to the face bone.
Hi, I had bone parented some meshes to my character rig, but they did not parent in the armature, what should I do? Thank you
Hi, I'm trying to follow this tutorial and when I try to generate the rig after adding custom bones I keep getting this error saying "AttributeError: 'NoneType' object has no attribute 'use_connect'." I added a lot of custom bones as the character I'm trying to rig wears a skirt and has long hair that uses multiple chains of bones, so I'm wondering if I messed up somewhere trying to add those bones to the rig.
You may have added new bones without setting a valid parent for them in the metarig. Or there is a space between the neck and spine bones and you did not update 'Use Connect' option on spine.004 as shown in www.rakiz.com/blender-2-83-lts-and-uefy-script/
Additionally you should also review the rules on naming conventions as shown in ruclips.net/video/o2CR9Zxbq0c/видео.html
@@RakizFarooq I fixed both the spine issue and renamed all the skirt and hair bones to end in letters rather than numbers, but now when I try to generate a rig it says "Generation has thrown an exception". What does this mean?
That is not enough information there is probably more to that message. 'Generate rig' is part of rigify not uefy so you've setup the metarig in a way that Rigify doesn't expect.
You can send a reply to the email with your order id and attach your blend file. I can take a look at it.
Hello! I just want to say I really enjoy your videos and the uefy script I bought. Its made my life a lot easier for sure. I however keep running into an issue when to build the skeleton. the message reads, "ERROR: make sure 'shoulder.l' bone has a rigify type set in pose bone data properties" I admit I'm still learning though cant figure this out. Any ideas?
Select the metarig in Pose mode, select the left shoulder bone and check Bone Properties -> Rigify Type -> Rig Type should be 'basic.super_copy'
If you generated the metarig as shown in the tutorial this value will already be correct. So I'm assuming you edited the value or you added additional bones which were not properly parented to the metarig. You'll need to check that as it is hard to guess what was changed on your end.
I followed the tutorial, but when I exported my model into Unreal Engine, my bone hierarchy had different names from the one I made in the scripting. I know my scripting was correct because as an experiment, I exported an FBX model with the original armature and Unreal was able to read it and retarget data (this was only the renaming bones step, no metarig) I followed the tutorial using the metarig and the new exported one had names like root DEF-spine DEF-Pelvis (very bone had DEF before the name), none of these names where the ones that I did in the scripting. I cant tell if its a compatibility issue with blender, or if I got a step wrong. Do you know what went wrong, did I miss a step or did something go wrong?
Sounds like the replacement skeleton was never created. I assume you didn't click on 'Build Skeleton' once rigify generated the rig or did not have correct objects selected in the Uefy Script Panel like character, mannequin, metarig, rig options.
If not that then you missed something else which you will need to figure out by watching and following the tutorial.
Hi, while following your tutorial, I got a significant amount of the same errors which say "ERROR: make sure something(i.e. forearm L or f_middle.02.L) bone has a rigify type set in pose bone data properties. It's certainly interesting because all the central bones like the upper_arm.L and shoulder. L have the right rigify type set such as 'basic.super_copy' and 'limbs.super_limb'. Should I just make all the other bones that aren't assigned to rigify type to basic.super_copy?
There are some requirements to setting up the metarig.
Everything must have a parent going all the way up to the root bone
All rig types must be of a supported type as listed in FAQ section of rakiz.com/uefy
There are also some name rules as explained in ruclips.net/video/o2CR9Zxbq0c/видео.html
Most likely you using a non-supported rig type on one of your parts or you did not parent something correctly.
@@RakizFarooq thanks! I realized that I didn't change amature to character. It solved the problem.
@@RakizFarooq I actually have one more question. When I am trying to copy the extra bones like skirt bones and hair bones, is it okay to use basic super copy for all? or are there different methods to rig it?
Often use 'basic.super_copy' or 'limbs.simple_tentacle' for this.
I'm planning to watch this tutorial because for months now I've been struggling to get past weight painting but I can never seem to figure it out, so my question is does this video have any weight painting involved if so is it explained well?
This video is about rigging not weight painting. In this case the weights of the original skeleton are automatically transferred to the final animation rig built for the game engine. So weights are not needed to be manually updated at all.
@@RakizFarooq so I would still have to weight paint my mesh beforehand
Yes .. you need to weight paint the mesh or use prebuilt characters from marketplaces or character generators like cc3 or daz etc.
@@RakizFarooq right, do you know a good weight paint tutorial ever time I try to paint I get stuck on getting into the vertices and crevices
Hi Rakiz, I really what you made and am excited to learn Unreal with it.
Question - Uefy does not create an IK bone layer for my rig. Do you know what the issue may be?
Uefy will export correct IK bones when used in 'Epic Skeleton' mode. You can check ruclips.net/video/mg75kSkKkug/видео.html around 33 min and 30 second mark to see which layers the various bones are added to.
@@RakizFarooq Thank you. Last questions - First, I believe you mentioned you cannot combine blendshape shapekeys with the armature. Is that correct or is there a way for me to make that happen?
Second, I have a character with wings. Importing into Unreal works and the animation is in. Would this modified armature still function in combination with animations associated with the Unreal Mannequin armature?
Thank you for taking the time and making a great product!
Since Uefy 2.2 it is possible to transfer existing shapekeys to the final rig. Provided you don't change the pose on the parts of the mesh you want to copy shapekeys from. You can review ruclips.net/video/BB_bniYzADc/видео.html on how to do that. You can always create new shapekeys after you finalize the rig.
If your character with wings was made in Epic Skeleton mode, the body other than the wings will still respond as usual like the mannequin. You will need to retarget your existing animations to the new character.
@@RakizFarooq Rakiz, do you take consulting jobs? Would you be able to jump on a video call?
I created a rig from scratch using the human meta rig (with some bones deleted) and used it as a base armature. When adding a new rig for the riggify process it throws exception errors complaining about thd bones I deleted. It won't allow me to generate a rig and I can't pose another rig to my custom armature. Do I have to only use the specific bones uefy expects before the rigging process and then add them after?
The metarig is a templating system, we only use it to tell rigify how to construct the final rig. You're not supposed to bind it directly to the mesh or use it as a base skeleton. Additionally the metarig is constructed from parts like leg, arm, spine, finger etc. Each part is different some have configuration options you can use to customize the number of bones in the part. For others you can directly add/delete bones. For some a few bones are required and you can't delete those bones otherwise rigify will stop working.
Next time use the Basic Posing Skeleton provided by uefy as your base skeleton for a static mesh. It has correct names and rolls out of the box. You can customize it then pose an actual metarig on top of it with minimal hassle.
@@RakizFarooq Thank you so much for your reply! I was wondering if there was a difference and you confirmed it for me. I will go back and use this new process.
@@RakizFarooq I hate to bother you again but I used the Base posing skeleton from the addon but it gives me this error when I go to pose the mesh Python: Traceback (most recent call last):
File "C:\Users\homei\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\uefy\pose.py", line 364, in execute
self.update_pose(bone_name)
File "C:\Users\homei\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\uefy\pose.py", line 331, in update_pose
s_bone = source.pose.bones[bone_name]
KeyError: 'bpy_prop_collection[key]: key "clavicle_l" not found'
location: :-1
The left clavicle is present and even shows up in the custom list of bons so I'm not sure why it doesn't work. Can I skip the skeleton posing stage and move on or is this a bug causing error?
All functions including posing are working fine at my end. You shouldn't skip posing the skeleton, rather try to find out what step was left out. First make sure you have correct values selected in the Uefy Script Panel for charater, mannequin, metarig and rig. If not that then then retrace all steps presented in the video until you find what you did different.
Would this work with animals in Unreal, not as a main character to control, but as enemies?
Yes .. you can make many kinds of rigs including animals and fantasy creatures. Check second half of ruclips.net/video/6laZFauJiRA/видео.html
@@RakizFarooq Thanks, this is great.
Do you have a discord or something for this? This is a sohpisticated process where a lot can easily go wrong.
I got all the way to Scanning and applying the Armature configuration, but when I "pose character" his arms deform toward hips, and he just moves funny.
No clue what went wrong.
Also when I tried to "fix" the skeleton, It took my 5 chain spine and made like 17 spines, and some other craziness. Could you maybe just do a few more examples with the different newer mannequins as well? I just need to see a few more demos to know what step i might have overlooked or not perfected that caused massive issues.
Thanks again for your work!
Sometimes wrong object selection or multiple selected objects can cause a problem.
Make sure in Uefy Script Panel you click on 'Refresh List' and update Character and UE Mannequin fields. Deselect all objects in all modes (object, edit, post). Then in Object mode select only the character's armature and click on "Pose Character".
That should just work. But if not then probably missed other steps in the video.
How did you do a break in the ground?
The introductory video is made by Epic Games. It is called the Elemental Demo and you can get the project with all it's source files from the Epic Launcher Learn tab.
@@RakizFarooq thank you!
I managed to get good way through, but when i click build skeleton everything builds but the only my torso and head paint weights are transfered, any ideas?
The bone names entered in the json file are case sensitive and must match the mannequin names exactly or the weights will not transfer.
Thank you so much, this is awesome!
Rename bone not working in uefy 2.5. is there any shortcut to rename bone? i have already watched all of your video for renaming bone but not success. please help
Rename bone is working perfectly fine for me in Uefy 2.5 and Uefy 2.6 both. Most likely you missed a ' or " pair or a comma in the custom json file. Since the file is parsed by Python you are probably seeing errors. Fix the json file and it will work. Other than that there is also the bone chain rename tool. Plus you can always select each bone and press F2 to rename.
In Uefy 2.6 you have to select the first and last bones in the chain before using the rename tool.
@@RakizFarooq Every single bone renaming is very time consuming :(
@@RakizFarooq Please Help Me
You can reply to the email with your order id and download link. Attach images and description of the issue and of the steps you have taken.
i've buy it, hope that made the job for my project ;)
how do you know if auto orient bones on import option is appropriate for ones mesh?
We try out different import settings and settle on the one which requires the least amount of updates.
@@RakizFarooq when i click on roll bone in edit mode, sometimes nothing happens, the swap axis button works but not roll bones? any ideas?
Select the appropriate axis to match before you click on roll bone button.
didnt work for me, i tried all axis and they doesnt roll
The roll tool is working fine for me. The only thing that comes to mind is that you should check if the armature is the only object that is selected and it is in edit mode.
Thank you for this!
Around 6:38 I talk about deleting an unwanted bone and adjusting it's weight paint. From Uefy v2.3 onward there is a new tool that will allow you to delete bones without damaging the weight data. Check ruclips.net/video/WLjUmFJ7rXM/видео.html to see how to use it.
that's so insane
AWESOME :)