I have a rigged humanoid figure I am exporting to Unity, and as many of you probably know, Unity is very particular about certain attributes of the exported model. One is that it expects every vertex to be weighted to no more than four bones, i.e. belongs to no more than four vertex groups associated with deform bones. Is there a way,without methodically selecting every single vertex one by one, and looking at its vertex weights, to tell which vertices are weighted to more than four bones and/or is there a script to or other method to force all vertices to each belong to no more than four groups?

Thanks ahead!