diff --git a/io_export_unreal_psk_psa.py b/io_export_unreal_psk_psa.py
index 70cf85a2473bc159de050e682de8cbd0c2769016..59bb37075ce731c48d1e459f88b5292b698bb685 100644
--- a/io_export_unreal_psk_psa.py
+++ b/io_export_unreal_psk_psa.py
@@ -1174,7 +1174,7 @@ def parse_animation(blender_scene, blender_armatures, psa_file):
         
             #these must be ordered in the order the bones will show up in the PSA file!
             ordered_bones = {}
-            ordered_bones = sorted((psa_file.UseBone(x.name), x) for x in pose_data.bones, key=operator.itemgetter(0))
+            ordered_bones = sorted([(psa_file.UseBone(x.name), x) for x in pose_data.bones], key=operator.itemgetter(0))
             
             #############################
             # ORDERED FRAME, BONE
diff --git a/io_import_scene_mhx.py b/io_import_scene_mhx.py
index 92e2e817f1ac28c4b8dda3e2626234469abc71f4..5c6c7f8229bf69fa2a4e75e747189e6d4be27a04 100644
--- a/io_import_scene_mhx.py
+++ b/io_import_scene_mhx.py
@@ -1267,7 +1267,7 @@ def parseVertexGroup(ob, me, args, tokens):
         group = ob.vertex_groups.new(grpName)
         group.name = grpName
         loadedData['VertexGroup'][grpName] = group
-        ob.vertex_groups.assign(int(val[0]) for (key, val, sub) in tokens if key == 'wv', group, float(val[1]), 'REPLACE')
+        ob.vertex_groups.assign([int(val[0]) for (key, val, sub) in tokens if key == 'wv'], group, float(val[1]), 'REPLACE')
     return