Well it depends where you built the body armature. Is the body armature part of the “driver” armature or “armature” armature.
You can create a head bone in the “armature” armature (where the jaw bone is located) and parent the whole driver armature to that head bone. Then you would parent the “jaw” bone and the little “ik” bone to the head bone.
Other notes, - set the chain length (ik solver constraint) of the jaw bone to one. (IMPORTANT)
You can also parent the lattice (the boxes around the eyes) to the head bone. But make sure to unparent them from the mesh. (ALT+P and select “Clear Keep transformation”)
Create a vertex group, call it “head” (name of the head bone) and assign to it the vertices that aren’t controlled by the jaw bone.
That was very useful info that I wish was included in the tutorial I did.
I use one armature for the character and one for the Face sliders/drivers. Is there other ways ? let me know, Im interested in riggin these days.
Also I made a VertexGroup on my Face_mesh that I wanted to be driven by the Face_slider armature but, after I created the VertexGroup and go to the IPO. I choose
the SHAPE and see my vertexgroup, add the driver but cant see the POSE only OBJECT.
Why is that ? what did I forget ? Was doing it for another tutorial and maybe its should be another thread ?