I think I want to keep this guy for myself. I could put this set up in another file when I get a chance so you can see the bone rig. I haven't added the head turn to this yet. I have a perfect head turn using point motion. I want to play with him a bit and see how close I can get that head turn just with bones.
Here is a screen grab... sort of. If I leave all the bones turned on it gets really messy and hard to see anythng.

Basically the setup is the same as my previous samples in this thread for the lips. The only difference is that there is an extra set on the left and right controlled by different bones.
The key to the whole thing is the compound bones. This is the kind of bone control I've always wanted in AS.
If any one tries anything like this on your own... NAME THE BONES! NAME THE BONES! Don't even TRY not naming the bones. You need a naming system or you get lost... totally lost.
On this rig I changed the naming so that everything is labeled "left" or "right" or "center". Sometimes I have to have 3 sets, left right and center, all sharing influence on the mesh and controlled by different bones. If I push out his cheeks with the main chin bone, and then add some left or right, I need those to add on to it. Same with the center of each lip.
p.s. Yes, yes, I named the bones from MY left and right, not the character. The smile bones are BACKWARDS. They rotate down to go up. I get lost all the time when I travel.

-vern