auto skinning advanced skeleton:
deform option 2 will create the cage structure around your character
the green controls represent where the geometry falls
the red controls represent where is the fall off of the skinning
copy skin weight to project the weights onto the character:
however the head skin weight and some other parts may not work too well. In order to edit this the green controls can be adjusted to better project the weight on the character.
once the corrections have been applied and the copy weight projected again the head seems to be still problematic, so in that case manually skin weight the fall off of the weight is the right solution.
face skinning
symmetrical model and clean model to work with advanced skeleton
select a mask of the face
connect the geometry to the correspondent selection in advanced skeleton menu
fit menu for the detail on the face is very important to be precise since that the program would built the controls and skin the weight according to where you set the points on the face.
once is built by selecting toggle switch you can edit the selection and rebuilt the pose again.