I am trying to animate a pony. I have a bunch of weight groups for fur. I am trying to bind the rigify rig to the mesh just to make sure that everything is working before I move on into more advanced rigging setups for inverse kinematics and xmuscle systems. However, I cannot get the rig to bind with with the mesh, nor can I get the bones to bind with the mesh. Here is a link to the file if anyone can figure it out. I would greatly appreciate it!
I checked it, first problem, you have your rig parented manually with your mesh, when you try to use "Parent with empty or automatic weights (or other algorithm) you have to have your mesh and armature without any parent/child relation, so you have to delete the parenting. Now you will be able to parent your mesh to your armature (first select your mesh, then your armature and use parent) manually painting the vertex, only manually, why? Because you have duplicated vertexes and non-manifold topology. If you want to use automatic weight paint you have to clean your mesh first.
Any further questions, don't hesitate to ask me.
So I have reached the conclusion that what I needed to do was restart my computer as just some random bug was preventing the bones from parenting. Going through by individual bones and extruding them for more armature in edit mode is the best way to do it. There is no better way. Having a faster weight paint system over one vertex group for animating would not be logical and it would not make it possible to animate anything advanced that something good in satire would need to be. And it stays organized in the manner which it was created and from that order you can name each bone. Wherein, they highlight when you select them as you are going through weight paint mode when you have the in front option for the viewport checked on for the bones.