thankyou for the glowing response !

, made me smile...
I'm not sure what you mean by dynamic widgets ?.. widget to me always been silly spinny thing in cans of beer.. hmm

.. I guess you mean the controller arrow thingys ? hehe, ok widget prolly better word for them

. The arrows cant actually move themselves, what is happening is they are enveloped to nulls that control their shape.... the roots of the nulls are constrained to the actual object which enables it to move and rotate etc.. .. the bones rotations are linked with a couple of nulls that are constrained to the curve that the controller is actually distorting........... hope all of this makes sense

.. it is all a bit hacked, wanted to have some sort of reference to the curves that are being deformed without having to show the curve.. did I mention I was ocd ?

.. basically the complete root of the bones in the controls is rotation constrained to the polymsh, its child is position constrained.. scale on the polymesh's x axis I have linked with the bones to move away from the mesh's center, which in turn effects the position of their rotation controllers position on the curve.......
hehe, sigh, this whole rig is very much a hack, sorry .. I want to make a video tutorial but lol.. itd be many hours long... hmm...
The third pair of controls is the bottom eyelids shape when its open, admittedly it doesnt really need to be there.. I couldnt leave it out tho

.. both the top and bottom eyelids share the same closed position, they have their own open condition too, have tried to make the transition automatic, but hmm, thats where I have like eyetracking having manual override of the actual position where the two shapes start to swap.... hmm

extra controls for the actual face / lattices etc are on the list.. hmm, the layout I could add controller offsets .. . an offset controller to move everything out of the way like the main blink / whatever controlers are if people want to though is def worth adding, thanks

I doubt you want me rigging tallent since for this kinda thing it was pretty much zero, just got obsessed a tiny bit and brute forced a solution, lol.. I'm not an animator really, but if I can make this useable I may use it in future work (like the auto eyelids eyeball tracking stuff.. lol, as a non animator, yay brain for making that work !).. will see if I can clean it up to a point where its presentable n give it away as part of a gear rigged character, let animators use it or something, I dunno.. has been more about learning xsi a bit more than anything..