Misaki Thank you for your interest. My response will be a bit long. I apologize for that. 🙂 Your answers were helpful and informative. I will try again because I love Spine and want to specialize in this area. I hope I can solve it easily. If you allow me, I have a suggestion regarding training. Spine has separate training videos for each topic, which I appreciate. Also, these videos are short, and I can revisit them whenever I want. Therefore, I think Spine is excellent in this regard because it provides the foundation. Generally speaking, there are other training videos available on Spine and YouTube.
I just want to talk about face rigging. For example, I open any face rigging video on YouTube (any video other than Spine training videos). In the "introductory video" of the training, the face moves left-right-up-down. When I open the training video, the face moving left-right-up-down is left in one corner. A copy of this is taken and only the head rigging that turns left and right is done. So the logic is explained very well, but the really important parts are left out. While I've learned how to move the face left and right, I can't seem to learn how to solve problems involving the up and down movement of the face with these values. Yes, the logic behind the system for turning the face left and right is the same as for turning it up and down, but because it's limited to just turning the face left and right, I'm lacking in understanding how to solve the problems. I've watched many videos, but something is missing, and I don't know why. Maybe the problem is with me.
For example, a classic character can be defined. The face of this character can be rigmed as follows:
- A side view of the same character's face can be rigmed.
- A view of the same character's face at a 45-degree angle can be rigmed.
- A view of the same character's face at a 55-60-degree angle can be rigmed.
- A front view of the same character's face can be rigmed.

For example, in this image:
Number 1: Looking at a 45-degree angle. The area I've marked in red on the left looks very thin (between the eye and the temple bone). The red area appears thin, which will cause problems if there's a gap in the eye socket because there's a thin layer of skin. At this angle, if we try to move it a little further to the side, the eyes and the limitations don't align.
Number 2: This is a face angle I've generally seen in many training videos. Because the skin layer between the eye and the temple bone is larger than in number 1, it will be easier to rig and move left, right, up, and down more easily. Easier than number 1.
Number 3: Rigping is easier than in images 1 and 2.
I think these could be basic...
With your permission, I have a suggestion regarding the Spine program; I don't know if it's mathematically correct and applicable. Perhaps it's an invalid suggestion. Weights are determined as percentages (100%). I don't know if this can be converted to a two-layer structure.
For a face rig (for only one image/layer), the first percentage section can be adjusted for right and left movement.
Separately, a second weight can be entered with a second percentage slice, up or down. In total, it could be a 200% slice. This would make it even more differentiated. But then I don't know how the transitions between them would be achieved. Maybe with a blender....

Also, while thinking about this, I noticed a problem in the "Weights" section. In the image below, with 3 weights, the total is 101. With 5 weights, the total is 102. Is there any logic to this?
