Quote: "Strange that Bond1 let this thru sence He usally stands for professional quality?"
It's pretty unfair to have a go at Bond1 for this as he did not design the system or it's media requirements...
How it works is that the phoneme positions are set in the first few frames of the anim timeline (which is a bit annoying since those frames are during the blowback anim). DV reads the facial limb anim info from those and applies it. I agree that the number of required bones is overkill for FPSC but the engine is looking for those specific limbs so there isn't freedom to have custom facial anim rigging. I believed he's rigged the eyes to spec but the code isn't there to support it.
To be fair, there really isn't anything stopping the ability to have body gestures or head movement used in conjunction with the DV driven facial animation other than the lack of such animations being included for these specific characters. However, when he did these there was no animation offset override ability and it would require adding multiple versions of the same anims for each of the five weapon types(spaced 389 frames apart which has a direct affect on .X and DBO size as 2000+ frames of animation must be added to the timeline). Luckily, for future use, Hockeykid has since added the ability to bypass that anim offset issue so you can have one animation applied to all weapontypes.
For me, the juice just isn't worth the squeeze in it's current state. If I'm going to take the overhead of nearly doubling the limb count, IMO, it should be a full-on deal with eyes and mood. As it stands, I think it's actually is a step backwards in immersion factor as it hurls the whole lot into the uncanny valley. Never mind that the body and head details are generations apart since the media update (Surely it would look silly to have a nice detailed head talking and such while gesturing with a super low poly thumbnubbin claw hands!). That said, I hold out hope it will improve over time.
As-is, the FPSC implementation is really only a shadow of what DV was designed to be, as raymondlee306 has pointed out.