Well only actors that are very close will have expresive bones, but if they are smiling when that armature swaps, it “snaps” into the high level of detail smiling,
So I need it to swap to high poly head, playing neutral pose on all extra bones, then blendin from nuetral to smiling,
But I cant seem to get the layer/blendin/ layer blend values correct…
when it swaps to the “high bone” armature, there is a “pop” inacting the new bones,
my solution is to have the exact same animations with those bones in neutral, to blend in, and out when swapping low detail to high, and high to low,
so
1 Bob is far, playing run animation, while angry, (he is at frame 72)
Bob gets close enough swap models/armatures to high poly +more bones- play (Action 2 (extra bones in neutral) frame 72 - 82 blend into action 1(bones move to angry)
Bob gets scared and runs away- (play scared action) blend 10 frames into (full action 2 ) extra bones return to neutral