So you have to sent the 3d file to you, and you get back a rigged face.... or just the coordinates where you want bones, and you provide a script that will then rig the face, a $199,- per model....
This business model cannot work, I'm sorry, there's no freedom at all, nothing is rigged, just bones are placed.
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The problem for me is the end result is just a bunch of well placed bones, with simple controls to modify just that point. When I said no rigging, I didn't mean skinning, I meant animation controls. Animators want as few controls as possible to flesh out the animation and then continue fine tune. I mean, make a mouth corner control that pulls *all* lip controls by a certain amount. Interact with a region of the face not just a point. You're also not offering any animation controls, no way to store poses and reuse poses or animation. It's just bones, and also just position based. What happens when you want to roll the lips, do you have rotation in there?
If you look at something like
http://www.scriptattack.com/maxscripts/bonyface/index_eng.html for example, it offers so much more and in the end is so much cheaper (you buy the tool, so you can reuse it over and over), because you can rig unlimited characters, and learn rigging at the same time. I haven't used it myself, but it came to mind, I have my own systems. And lately we've been looking at hybrid solutions (morph/bone). Also there's a bunch of free stretchy bones scripts out there, that will almost do the same thing, offcourse not for a whole face, but if you place some helpers with autogrid on and connect them with stretchy bones in between them, that would almost be the same right!?
Bottomline from my POV you offer very little in return for a large amount of money, now if you offered great skinning to go, that would be cool (still to pricey for my taste), but now the user has to do that himself. And you know good skinning takes quit some time too.
Please explain some more on where the 2 years of development went into.
Thanks,
-Johan