Cheek Rig (Update):
So a few weeks ago I made a post about how to get the cheek/squint area of the face to behave as outlined in The Art of Moving Points.
https://www.jonah-reinhart.com/single-post/2018/10/29/Per-Axis-Vector-Blending-How-To-Deform-Any-Mesh-Span-Into-A-Flat-Line
That system was meant to achieve a few things:
Use 3 Controls
Falloff between controls that overlap and create nice bell-curve shapes
The left and right falloff allows for the control to move left and right nicely
All three controls add up to create a straight line that is parallel to the eyelid line.
The system has to work on any mesh
The old system had very sharp falloff betweens the controls
The left and right motion was too minimal
The controls did add up to a straight line
The system had specific requirements for the vertex positions
The New System: