QUOTE(steve392 @ Apr 16 2009, 03:45 AM)

That looks a complicated face settup ,but by the looks of it you got everything coverd.Would like to see a tut or a inside veiw of that settup .I just use poses and need to get the skinn moving more
Nulls act as the control "handles" I placed a null at each point I want to control. Then I added bones to model how they are connected to each other. The bones are *not* parented to anything except the main rig Null. The chin null controls a bone for the lower jaw thru a kinematic constraint.
I created a pose t hide all geometry bones for easy of animation.
The other pose does 3 things -
1) Assigns all bone bases to their corresponding nulls via translate-to constraints.
2) Assigns each bone to it's connecting null via Kinematic constraint - this is KEY - the "Scale to Reach" option in the constraint is turned ON (Except for lip bones, which it is turned on, but so is "scale Z axis only")
3) Aims the jaw at the jaw controller, and influences a null that parents the mouth corners, and one that parents the lower lip, to open lips with jaw. (This makes everything so much more fluid for posing the mouth.)
The nice thing is I get "stretchy" skin movement for "free", as the bones are assigned along splines (due to careful face modeling in the design stage.) If I adjust the corner of the lips, the skin stretching to the cheek moves accordingly. The whole thing in practice works very similarly to magnet mode for sculpting, but controlled by bone influences. I like the fluid nature of the whole thing, with the stretchy bones =)
Whew. I hope that gives you the basics.
(Blinks and eye direction control I want to add via poses.)