1) I would recommend using a vertex shader to animate the surface. Vizard as built-in shader support and all the calculations would be done on the GPU, which means your simulation will run very fast. Assuming you are familiar with writing shaders, it shouldn't take too long to accomplish this.
2) You will have to manually animate the bone, there are on built-in bone animation actions.
3) Did you define the
head_mesh variable in your avatars cfg file? Example:
Code:
head_mesh = head.cmf