Dynamic Head stagnant when using a non-R15 bone layout

Not sure if anyone’s else done this or not, but I’ve noticed that a rig with more then the R15 specific bones the Dynamic head does not work properly. Because the bones for the facial rig are converted into numerical data they dissolve and the child bone “Dynamic Head” is missing which obviously makes it so the dynamic head bone that it be missing doesn’t follow the head bone so what you get is only the left over head bone and the face rig just completely static and still.

The main reason I’m doing this is for adaptive animations problem is when using more then the specified bones Roblox has all the bones laid out into the root part, which I’m not sure if there is a way to fix that currently or something that’s completely impossible to fix no matter what you do unless you follow the default R15 hierarchy.

Expected behavior

The dynamic head bone should still be relevant even without the standard R15 hierarchy. It should follow the head bone, and when rotating the head the dynamic head bone rotates with it as well as the bones that were converted to a Face Controller.

A private message is associated with this bug report

Hi there, thanks for your report.
Can you tell me more about what you’re trying to achieve with your custom rig and how it’s rigged?
DynamicHead are pretty strict about what structure they support, and yours doesn’t seem to be a valid extended R15 schema.

Your correct in that it doesn’t follow the standard R15 schema, its custom with finger bones and 2 extra torso bones. Which confuses me a bit because you have adaptive animations that support those extra bones, not sure if its just to transfer said animations with those extra bones to a basic R15 layout. But I’m trying to take advantage of the Face controller so that we don’t have to use regular bones to animate the head with the custom rig rather then the basic R15 one but from what I can tell its not possible though.