I have a program that can animated a mesh using OpenGL but problematically it can only work and not crash when each vertex weight is affected as per the title to a maximum of four bones. The tutorial code I acquired used a simple model from some Morrowind inspired game where all it did was turn its head; in blender supposedly I can select each vertex individually and remove weights associated from unimportant bones but this seems tedious.
Is there a way to do this conveniently?