Facial Animation Rig
Create a complete head rig, with facial animation controls as recommended by Jason Osipa in his book 'Stop Staring'. Starting just with a head mesh, create bones for jaw, head,neck and eyelids. Also create a couple of spline controls for the eyes and the chin. Running the 'eyerig' script creates a rollout with pick buttons for all needed bones and meshes, then sets up the eye and head rigs, as well as placing a skin modifier on the mesh, with the required bones added, ready for vertex weighting. The rig also caters for 'fleshy eyelids' that move with the eye.
Running then the 'facial_ control_system_developed' script creates the on screen controls necessary for nuanced facial animation and lipsync, using opposing sets of morph targets in order to avoid clashing. I also include a couple of scripts I found useful in making the morph targets - 'split morph' and 'copy morph'. Split morph is a very simple script that derives a right and left hand set of morph targets from one symmetrical morph, such as can easily be created in ZBrush, for example.
Copy morph transfers sets of morph targets between meshes.
Three outer rectangle splines - one for upper face, one for lower face, and a general one which has all the parameters are stored in 3 PEN attribute holders , for storing poses,visemes etc. and making shapes easily configurable, reusable from mesh to mesh. Also possible is the use of motion capture devices on the spline ctrls
Further usage notes and explanations are included in the comments for each script.