Okay, I think I've figured it out. The problem was being caused by adding all of the joints in the rig to each of the animation layers, even though none of the joints are being directly manipulated for any of the animation, all of the animation is being done through set driven keys. So I think I was creating dependencies…
I'm working on a joint-based facial rig and I need to create a library of facial poses, and I thought I would use set driven keys to create this pose library. I don't need an animation UI, since it's for motion capture, so what I did was just create a locator with a bunch of custom channels corresponding to each of the…
That's about what I figured, it seems like some kind of super basic GUI is gonna be necessary even if it's not going to be used by an animator, because I'm going to need different objects driving each of the poses. Thank you!
Okay, here's a new issue I'm running into: I'm setting driven keys in my GUI to drive stuff like smile, frown, sneer, etc. I am able to set the translate x channel on my Emote GUI icon to drive a smile in x = 1 and a frown in x = -1, but I'm trying to do a sneer_upperlip and a sneer_lowerlip on the same GUI icon's y…