Good one Arik_the_Red.
I neglected to save the parts before subdividing them.
If you subdivided by going 'build -> convert to subdivided' then all is fine. You can double click on 'object crabby' and change the 'Divisions - Working' from 'Working-2 and Final-3' to 'Working-0 and Final-1' . That'll 'un-subdivide' it. Then just select crabby and go Build -> convert to mesh. All good, its back to and unsubdivided mesh and you're good to go. (i would definately make a copy. Either save an8 as a different file, and/or, select crabby -> copy -> object -> new, and paste.
I don't know how well skinning works with subdvided parts...
It works really well. Personally, i would subdivide before skinning. (skin the subdivided crabby).
In figure mode. add crabby to bone above root bone.(please see
EDIT at bottom of post) If that bone is busy, already a leg bone or something, then select root bone and go 'build -insert bone' and add crabby to the new bone. (delete crabby object from figure, select new bone above root bone and go 'build -> add object' and choose crabby from list of objects. ((subdivided)).
Move him around to match existing bones as best as possible.
Now, with nothing selected, click the skinning button. With skinning button selected, click on the new bone. (or the bone that you added crabby to). In the options that pop up, select 'No.- Weights. Voala, crabby is all one colour. The whole crabby is attached/influenced, by that bone. The other bones will have a variety of different colors, as you will soon see. Change view to flat shaded or wire, so you can see the polys. Flat shaded is good to start. The default weight brush can be a little large and weak for some figures. Go to 'build -> weight brush'and try strength 0.8 and Radius 12. Alrighty, good to go. Right click on a bone to select it, now with LMB, click and drag on some points surrounding that bone, you'll see the color change. (sometimes the bone color is same as original bone color, which can be tricky, but if so, try another bone and you'll quickly get the understanding of how it works. The 'paint' is actually only affecting the points. (or intersections of edges). Paint the area that you want that bone to influence, and then move on to the next bone)
I gotta get going now Arik, and so ends part 1 of my little spiel about skinning. Will pop back later, and if you're finding any of this helpfull, i'll carry on with a list of tips and tricks etc.
Cool. Gotta go 4 now. Happy skinning .
EDIT I just had look at the pic you posted of the bones you have. I would add crabby to the second bone above the root bone. When he's added, and b4 you skin, try arranging the bones a little more precisely in some areas. Ideally, the bones will be 'inside' the object. Bone sizes/diameters can be changed by double clicking on bone. Default diameter is 1, often, for finer areas, 0.5 is a good diameter. The bones can be added/deleted and manipulated freely while crabby is attached to the 1 bone, before starting to skin. The perfect rig sits inside the body.
These pics, not perfect, but shows how bones are inside fingers. If you can make bones 'inside' pincers, eyestalks etc, you'll get better results.
Note. Sometimes when skinning a subdivided mesh, it will appear to go unsubdivided while youre skinning. Dont worry about that, its still subdivided.