Not sure if I should make thread of it's own for the whole skull and head design, but since its so related to the face, it might be better for now to keep it here. If this thread would take up some pace, because people would talk here about modelling all kind of cute faces for visual and physical waifus, and maybe printing and molding them, it would be different.
Just wanted to inform the board that I started to print a sized down model of the InMoov head, same like I did with parts for Sophie's head. I want to study how it works and how well it is to print. I have already printed more parts then shown in that picture, I'm really going fast, since it's only 60% of the starting size, I'm also using thin walls and not much infill. But have to reprint some parts and learn how to do it best, since they're mechanical and have to fit together.
After that, I'm most likely forking it into "Waifu Skull Type 01 'InMoov-fork 01' Version 0.1", which will most likely not end up being the only version of what I want to call "Waifu Skull", but the first one.
We need something like fembot Harmony's skull for soft skin, but maybe also for face masks out of plastic or a combination of plastic and a silicone rubber layer on top. I don't think every face should need it's own modifications or even need a whole head design of it's own.
My current plan is to modify parts of the InMoov head into a more female looking and maybe also more anime-like looking skull. At least, for a start I want to remove the lip from the mouth on the head and also make the eye openings bigger, like in a human skull. Then maybe make it wider on top for bigger eyes and the lower end more pointy (see Alita...).
The skull approach means, that there will be some space between skull and face, which then could be soft, flexible, moving, and with soft sensors embedded.
The inner part of the skull cavity should be some assembly which would be completely available in a parametric design (CAD), so it could be changed easier at any time.
Later versions should then have some holes for strings controlled by internal mechanisms to create facial expressions, and maybe some sliders for the same reason, at least in the versions for soft faces.
I already have my own idea for a completely new skull, but for now I'll go with that approach. The inner assemblies should later be interchangeable or should be easy to be altered in their parametric file form anyways. My CAD and modelling skills are not quite there yet, but I have time and dedication.