I've been experimenting with different rigging methods, as creating custom bones, controllers and IK chains (basically the hidden skeleton of a 3D figure which controls and limits it's movement in virtual 3D space) was taking a while for me to familiar myself with it again.
A 'biped' object is a shortcut which can be used if making a vaguely human-shaped figure. it is obviously less customisable but enables faster rigging time as all the bones are created, named and linked for you. Then the mesh can be added normally.
Here's a screenshot of the skin modifier's 'envelope' feature, which allows you to control how much each polygon around a specific bone will react to that bone's movement. This is used around joints where you want to restrict movement to only the mesh of a hand for example, and not the wrist area. You can either enter numeric values for each specific polygon, or if you don't want to be brain-dead within an hour you can adjust control points around the pretty colours in the viewports:































