Help with modified G8F rig (in Blender). Parts of mesh not moving as expected.

I'll be honest, this is my first dive into anything rig related. Removed the facial rig as Cascadeur was complaining about "too many joints skinned to a single mesh object". Someone mentioned to try deleting the face rig. Well, it both worked and didn't work.
The upper 3 bones (neck lower, neck upper, and head) work as intended technically, except the face isn't following anymore since I deleted the bones, and the mesh for the facial region is obliterated in Cascadeur.
Anyone smarter than me w/ rigs have any idea?
/edit - Added a textured version for some fun nightmare fuel.


blender_f5IjvCE69F.jpg
651 x 678 - 94K


cascadeur_f34fIuiqVQ.jpg
1110 x 482 - 94K


blender_PfjYEN4Wna.jpg
880 x 793 - 261K
Post edited by Lissa_xyz on
Comments
The issue is that you didn't weightmap the head after removing the bones, so some parts of the face get lost. As a side note, if cascadeur doesn't allow facial rigs, then it is probably not worth using it.
I'll take a look at the weights. Thanks.
As for using Cascadeur itself, it's still in early access and didn't complain about the face rig specifically, just that the mesh as a whole had too many joints. Since I wasn't going in for facial animations, welp, rip face. lol
It's just something I felt like playing with and G8F just happened to be a rigged model I had on hand.