Hello;
It’s a fundamental question. As of 2026, it’s not easy to find in the internet readily accessible guides for understanding the artistic purpose and the exact methodology behind ccertain “standards”. But they sure exist --at least, when it comes to specific contexts of Production. For example,
In a context of a leading Shape Keys approach to Facial Expressions, the reason behind the use of strategic Deform Bones, notably, the case of the big Jaw Deform Bone for Skinning, is not overly complicated, although it’s also not an Initiate thing in Rigging & Animation (although it should!); might even be an Intermediate to Advanced thing to know. Is that, the Range of Motion (especially Open/Close, maybe a bit for Sideways too) of the Jaw, needs to Pivot (somehow); and through the Shape Keys Skinning, it won’t be able to grant, by default at least, spontaneous Pivoting/Rotation for that whole Mesh Region corresponding to all the tissues more directly carried by the Mandible; instead, a Shape Key from A to B, will just offer a “Linear” (literally, a straight line in 3D space) Interpolation for the Morphing/translating Vertices. It seems that even in VRM, for 3D Avatars, involving Facial Mocap (highly dependent on Shape Keys/Blendshapes Facial Rigging), a Jaw Deform Bone can be employed specifically for Skinning. However, there seem to be a more advanced technique, in which, alongside the Jaw Deform Bone Skinning, there is, also, the Jaw Shape Keys Skinning. This double-composed Skinning Setup is not essential, any of the two solutions should work alone more or less fine… the facts are: it would correspond to more work to do; also, Deform Bone Skinning suffers from horrid Skinning Artifacts if the Rotation of the Deforming Mesh (associated with the Rotation of related Deforming Bones) is ‘too high’ (even before it reaches 90° Rotation by the way), though I believe in plenty of 3D Character Designs, the Jaw Mesh tends to survive that appraoch; as for the Shape Key Skinning, it will provide the ideal “Extreme” final shapes for the Jaw Mesh, but by default it just cannot Interpolate Morphing Vertices, from A-to-B, with a curved/non-linear, Rotating/Pivoting Motion, as the Deform Bone does. That is why, the tactic of combining Jaw Deform Bone + Jaw Shape Keys, if done carefully, would tend to provide even better results if needed; of course, Rigging the Jaw with just a Deform Bone I personally believe it’s more straightforward (in the case of use of Jaw Shape Keys, though, Deltas, for Diagonals, as Corrective Shape Keys, might be needed hypothetically; and also tweaking the Drivers curves on their graph…; while in the case of Jaw Deform Bone, sometimes Helper Deform Bones need to be created in order to provide more accuracy to the Armature Deform Skinning approach); however, if you’re looking for very good 3D Character Design for 3D Animation, with ideal Facial Expressions, then maybe you should consider such combination (especially, if you’re already familiar with Facial Shape Keys making-method and are making a lot of Facial Expressions Shape Keys anyways, I guess just 1 more set done shouldn’t be too much health-threatening
); in theory, it makes sense.
I’ve been doing Facial Rigging Stylized Characters with Armature Deform approach for a while, looking for very good 3D Character Design Facial Expressions… but through an experience of making Rigging & Animation for a 3D Cartoon project recently, I eventually found out what other Riggers & Animators have been trying to tell us over and over again (or maybe, that is just my personal conclusion so far): that the best thing about a Face Rig with Shape Keys approach, is that it makes it so much easier to reach a lot of 3D Character Design quality for Extreme Poses (and also “Key” [in the sense of standard, storytelling] Poses), including certain Exaggerated Facial Expressions. It should remain arguable of course that it would be very possible to achieve such optimal results with mainly Armature Deform Skinning approach… Personally, I won’t personally advise that; besides the background that I’ve mention, these 2 fundamental reasons, regarding Facial Rigging:
The best thing about Deformation (Armature Deform Skinning), is that it is good for Tweaking Facial Expressions; However, in a lot of Animated Shows, this “Tweaking” is not as fundamental as we may think; at least, myself, I have been thinking for a long time that it was the most relevant thing; it wasn’t, after I saw what a ‘relatively simple’ 3D Cartoony Shape Keys Face Rig could achieve on a regular basis, on every Animation Shot. That means, if you’re going for Economic/Limited Animation (usually the case fore Series, sometimes Short Feature Films), Tweaking Facial Expressions [with Tweaker Deform Bones] might be totally dumpable; also, because it takes forever to be Tweaking Bones, so it’s just not practical to be Tweaking Bone all the time; of course, in the case of a Long Feature Film, or a high-quality Short Feature Film and etc., then Tweaking can become fundamental I guess. Regarding this Tweaking stuff, it is very important to understand, that the Armature Deform Face Rig, allows for funny (sometimes handy) manipulations of the Mesh which can make “original shapes” on-demand, also favoring perhaps original and perhaps important, specialized Interpolation transitions (this might or may not relate so directly with the Rotating/Pivoting example of the Jaw Deform Bone)… but again, sometimes, these Interpolations are so subtle, that the assumed ‘freedom’ Tweaking can provide, might not really compensate the efforts (of both Rigging and Animating with them); additionally, it is true that, Tweaking can also very easily disrupt the Mesh in horrid ways, and also can cause horrid and unpredictable Mesh distortion during Interpolation events. In that sense, the Shape Keys Face Rig, if carefully achieved and tested (to anticipate unwanted conflitcting Interpolations notably between different Facial Expressions Shape Keys), has a major tendency for ‘stability’, and this, I believe is particularly a great feature to have in a Face Rig, at least when it comes to Economic/Limited 3D Animation projects.
What about Pose Assets? When it comes to 3D Animation, on paper, they can probably conjure, a whole Face Rig made out of purely Armature Deform Skinning approach, into something more efficient (like the Shape Keys Skinning approach by default)… So far, that might just work well, as long as Tweaking can be avoided to some extend, in the case of more economical projects.
Personally, I’m sticking with a ‘leading’ Shape Keys Face Rig approach on my projects --meaning I’m looking forward 3D Character Design quality for rich Facial Expressions, while avoiding the hassle of being overly dependent on Armature Deform Skinning for the Face Rig. Probably would sustain a Jaw Deform Bone, and maybe, just maybe, Tweaker Deform Bones (not-leading) for occasions --but that would depend on the result of some experimentation, as Blender is doesn’t provide much support for smarter interactions between Shape Keys and Deform Bones when it comes to the Control Rig (for instance, there is a fundamental Control Rig flaw, actually, when it comes to Tweaking Deform Bones on a Mesh Region which also has Shape Keys on effect).
I hope this can provide some insight and guidelines.