QUOTE(paradymx @ Jul 11 2007, 02:37 PM)

The bones with geometry attached are just guided by other bones that are set and constrained to perform.... whatever they are set for.
Yes.
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the installrig "embeds" the bone functions to the model and tells the software how to read it depending on where you are working(modeling, bone, chor) once that's done you have your model?
Not really, the rig is complete, but the bone hierarchy has been split up for installation. The InstallRig plugin restores the bone hierarchy. In an Action or Choreography, the rig has Poses that hide all of the bones not used for animating...you can unhide whatever you need using those Poses. In the Bones window, the Poses don't apply, but, the InstallRig plugin will unhide all of the bones with "geom" (the geometry bones) in the name to help you assign CP's if you use that window. I use an Action to assign the CP Weighting for the most part, but I use the Bones window to rough them in.
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Now, let's say i complete a model using the face install rig. so I have this head with all the poses and targets. Is it now a base structure I can use? Like if I had another head with different geometry(we'll say slightly different facial features, but no real proportion difference) could i just swap out the geometry and make the adjustments?
Sure, you could do that. How well it works would be dependent on the geometry changes.
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Could I take my completed head and import a body already boned and just child the neck where needed? or would it offset the "true" control bones on the head rig.
You could do that...that's what Rusty was asking how to do, sort of.
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I ask because time is always against me (that lines probably from a movie) I can't always make entire models from the ground up so I have template body sets(fat, thin, heroic..) and template heads all boned and ready to be tweeked and combined. The rigs are great, but it would be limiting on time if by using them it cuts in on this versitlity.
That's the same kind of plan Rusty is using, his is slightly different. Having a generic character that you tweak the geometry of to make new characters should work fine.
Hope that helps.