If you're talking about the example content, they have full face rigs, and you can create expressions using either the expression player, or by animating the face bones. If you're making your own races, then you'll need to either rig the face with a full face rig, and setup all the DNA for it (etc), or use blendshapes. A face rig has many advantages, but a few disadvantages. There are edge cases where you would be better off with blendshapes (you have thousands on screen, and only a few blendshapes, for example). But usually you are better off with a face rig. You can equip and unequip wardrobe recipes at runtime, change races and DNA (DNA can alter bones, alter blendshapes, alter textures and overlays, apply "bone poses"). Wardrobe Recipes can turn on/off meshes (or even subsets of submeshes), alter textures, etc, add DNA, adjust bone poses, etc -using the recipe. Or if you are wanting to manually manage it, you can also do that.