The Bone Groups feature basically lets you visually organize your bones using colors and it also allows for quick group selections. Using these options, you can have different colors for each type of bone; in this case, you’d have Deform, Control, and Helpers groups. In Figure 11.8, you can see the Bone Groups panel, which you can find on the Armature tab in the Properties Editor.
From the Bone Groups panel, you can add new groups to the list and, when you click Assign, the currently selected bones will become part of the active bone group (Deform in Figure 11.8). You can select a Color Set for that active group, or you can create your own color set by clicking over the colors in that panel.
Organize your rig by assigning every single bone in the rig to its relevant group. Note that there are some objects that are part of several groups, such as the spine and the chest, which are meant to deform the mesh, but they also function as controllers. Place those objects in the Control Group so that just by looking at their color, you’ll know if there’s something wrong with a bone on one side. Unfortunately, a bone can’t be part of more than one group. Figure 11.9 gives you an idea of how your rig should look after all the work you’ve done so far.
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