12.1. The Two Big Problems of Facial Control12.1.1. Reduction12.1.1.1. Visemes12.1.1.2. Tapering12.1.1.3. Interface Exclusivity12.1.1.4. Dominance12.1.2. Corrective and Contextual Shapes12.2. Buffer Networks12.2.1. Demo Blend12.2.2. Building the First Half12.2.2.1. Blasting Attributes12.2.2.2. Connections: For Real This Time12.2.2.3. Changing the Range from 0–1 to 0–1012.2.3. Building the Second Half12.2.3.1. Node Rundown12.2.3.1.1. WIDGETS12.2.3.1.2. DIRECT12.2.3.1.3. INTERNALA AND INTERNALB12.2.3.1.4. SUPERDIRECT12.2.3.1.5. FINAL12.2.3.1.6. VOLUME12.2.3.2. Clamp Nodes12.2.4. Sharing Setups12.2.4.1. Mismatched Shape Names12.2.4.2. In-Scene Sharing12.2.4.3. Eyes, Lids, and Sticky Lips12.2.5. Chicken-and-Egg Problems12.3. Sliders12.3.1. Making the Widget12.3.1.1. Compass Output12.3.1.1.1. NORTH/SOUTH12.3.1.1.2. EAST/WEST12.3.1.2. Corners12.3.1.2.1. THE NORTHEAST CORNER12.3.1.2.2. THE NORTHWEST CORNER12.3.1.2.3. THEORY BREAK 112.3.1.2.4. THE SOUTHEAST CORNER12.3.1.2.5. THE SOUTHWEST CORNER12.3.1.2.6. THEORY BREAK 212.3.1.3. Tidying Up12.3.2. Using the Widget12.3.2.1. Widgets for Eyes, Lids, and Sticky Lips12.3.2.2. Buffer Networks12.3.3. Separate Viewport12.4. Skeletal Control12.4.1. Smile12.4.1.1. Reset the Pose12.4.1.2. Cleanup12.4.2. Brows Out Up12.4.3. Wrinkle Maps12.5. Layered Controls12.5.1. Phonemes12.5.1.1. A_I12.5.1.2. E12.5.1.3. O and U12.5.1.4. Cleanup12.5.2. Buffer Network Locations12.5.2.1. The End12.5.2.2. Widgets12.5.2.3. Parallel to Widgets and Direct12.5.3. Implications12.6. Corrective, Contextual, XYZ, Half, and Dominant Shapes12.6.1. Dominant Shapes12.6.2. Correctives and Contextual Shapes12.6.2.1. Correctives12.6.2.1.1. SCULPT12.6.2.1.2. EXTRACT12.6.2.1.3. HOOKUP12.6.2.1.4. ADVANCED USAGE12.6.2.2. Contextuals12.6.3. XYZs and Halves12.6.3.1. Half Shapes12.6.3.2. XYZ Shapes12.7. Just Interface Me