Rigging (fixing) Dystopian Worker Bot's Head
Dear folks,
I just bought (on sale today) the Dystopia Worker Droid or whatever he's called, and I want to use him in iClone so I export him as FBX and bring into 3DXChange (to convert to iCone) and all works fine... except for his head. Apparently, his head is rigged differently from the rest of his body -- I'm a Daz newbee, but the nearest I could figure is I can't weight map him because he's something different. All of his other body parts are fine, and as you move the mouse over them you can see that the whole object is highlighted in yellow (so it's all mapped, I guess) except for the head. If I could just figure out how to get that head all in yellow I think it would work, but all my tests in things like the joint editor and mapping are failures (it tells me I can't weight map it because the model is done some other way, and I do NOT want to screw with the rest of the model that works).
I tried remapping the head in Blender but I'm less capable there than even Daz. Before I go to where I'm comfortable (Max, although it's been decades since I was paid to use it) I was hoping this might be an easy fix here in this program. Anyone have an idea? The Head bone is there, but the head just ain't weighted enough for it to transfer properly as FBX (it works fine in Daz but no version of FBX has the rigging properly in any other program I can use).

Comments
Just to finish this up (in case anyone else is watching and has this problem) I was able to fix *most* of my problems with this model by re-rigging it (using the Edit/Rigging/Assign figure to weight maps and then choosing that Artix or whatever the heck it's called). I had to do this for the two hands AND the model and THEN attach the hands to the model by reparenting. Sigh -- a lot of work but then the model exported correctly.
Except it exposed a different problem -- all three of the robot heads are contained within each model (not a good design as two of them in each model are hidden). They are listed as props, and shouldn't export, but they do, and as a result I can't get rid of them. In iClone I worked around the problem by turning down the opacity of all the separate head parts (which in one way is cool in that I have one robot model with all the heads inside and can create different ones by adjusting the opacity, but in another it's a huge PITA to have to do this).
I love these robots but they are SO fussy; different zones not clearly laid out, and a lot of the head materials refuse to take new shaders unless you force it through shader mixer.