I was brought in with a small group of character people for the task of adding 3D avatars to EVE Online and the World of Darkness title that was being developed simultaneously. My responsibilities were mainly for character, creature, prop rigging and general technical knowledge for proper geometry edgeflows and animation setup. All characters shown were created by Steven Stahlberg.
EVE's custom character creator. My face rig was shared between every character no matter how customized. During customization, the skinning would reverse, and the mesh drove the joint placement. Once customized the skinning switched back to joint driven.
Example of how robust the custom character creator can be to create a huge variety of character avatars. All models by Steven Stahlberg.
The soft eyes had the eyelids move along with them regardless if they were open or closed. There was also a way to blend control over to a look at controller with individual eye control.
Joint based soft eyes solution that could be blended with a traditional LookAt constraint control in the scene. Lids are reactive to eyeball rotation, so even when closed and the eyeball rotates, you can see the lids move slightly.
Example of how the joint based facial rigs control system worked. In addition to these, each joint could be controlled individually, or in small groups to fine tune the poses.
How the sticky lips solution worked. It could be auto driven or animated, and when set to closed, the lips would stay shut no matter what animation was playing.