Don't worry. Maybe I was so excited for the post where DK showed a complete profile drawn. Sorry If I confused you with that comment. You know it was the excitement of the moment...P.S. - Maybe i misunderstood everything.
And for the comment about the combination of springy bones and actions or scale turn bones, I think it is really the key for full side to side turns.
I've in mi mind a setup like this:
A bone layer with a single (*) vector layer inside. Then a simplified 3D model of bones using 3Dgrid script that represent the center (***) of the most important parts of the face (eyes, nose, ears and mouth), a embedded script to perform shape order based on bones position (other set of bones at the same bone vector layer) and finally a set of actions to move deform the head and main face parts (eyes, mouth, etc) according to each head position. Also include actions to perform front, 3/4 down and 3/4 up that are head turns that people don't think on them normally. Ir would be like map the possible 24 positions (**) of the head using actions.
(*) This is important to allow easy work flow. You have to work with only two layers (bone and vector).
(**)
Front, Front-3/4-up, Front-3/4-down
3/4-Left, 3/4-Left-3/4-up, 3/4-Left-3/4-down
1/4- Left, 1/4-Left-3/4-up, 1/4-Left-3/4-down
Left, Left-3/4-up, Left-3/4-down
Rigth, Right-3/4-up, Right-3/4-down
1/4-Rigth, 1/4-Right-3/4-up, 1/4-Right-3/4-down
3/4-Rigth, 3/4-Right-3/4-up, 3/4-Right-3/4-down
Back, Back-3/4-up, Back-3/4-down.
(((1/4 means looking back)))
(***) Remember that point motion are relative to bones that bind the points so if for example the eye is bound to a bone then every deformation of the eye should be relative to the bone reference system. It allow make funny things like make actions deform the points and let the bone translate it to position the eye in the right place at the right time meanwhile it turns. Also (like a extra feature) bones can be scaled and rotated to allow funny deformations and rotations. Or simply you can atach a complete skeleton to the turning bone to allow the eye make complex movments (like eye blinks and so on). Of course those kind of bones should be deformed as well to match the position of the turn of the head.
This post must be studied carefully because I think I'm touching here the main key...
-G