Sorry, your message came in just as I was typing my previous message. I think I am getting it now. Yes, I find that Character Animator only notices so many concurrent key presses sometimes. But I have not had any problems doing a couple of key presses then going back and recording over the top for other cycle layers - as long as they are separate swap sets. I then edit in the timeline to get the position of the triggers lined up properly. (I cannot record them at precise times typically - it gets a bit off.) But lip sync I am still surprised about. My puppets are probably less complicated, but I still have ones with multiple (e.g. 10) strands of hair with multiple dangles each. I have never had lip sync problems in the final render. But I always use "compute lip sync from audio" so it does not have to do that computation real time. Regarding getting the wind effect to fire at a specific time after the start, how is that different to having another separate trigger, and adjusting the start time of the trigger in the scene? As long as it is in a separate swap set, I think you can record as many different triggers as you like... I just did a recording (with ZERO cycle layers) of 5 concurrent key presses (triggers). Left and right hands, mouth, eyes, etc. When I record over the top, it only masks the other recording for the same swap set (see swap set 3 below). And I only just realized in the last week or so I can hit "Enter" over a swap set name and give them better names! (Right click does not bring up "rename", so I assumed I could not rename them!)
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