I have created a simple face with a single bone used for rotation of it. I parented the nose to the bone, using a vertex group. Then I parented the other objects (eyes, ect…) to the bone using the option Parent (to bone).
Everything folows the bone perfectly, but it causes a bad performance hit in the 3d display while trying to animate him. I have created full characters with armatures throughout and not experienced this type of performance hit. Anyone know why this is? I have included a link to the .blend
Also, experimenting with using bones for driving the ipo’s of shape keys to curves (his mouth), is there a way to control the amount of deformation? Right now it is too sensitive, and one corner of the mouth deforms in the opposite direction. I cant seem to get a curve out of the blue line that defines that particular shape.
here is a link to the blend (.ZIPped)