So I found a improved solution. Still some manual tweaking but acceptable. This way the default time node is warped. So all your animations will be warped. What you do is create a new time node and use the "unwarpedTime" attribute from the"time1" node and connect that to the "outTime" attribute of the "time2" node. Then…
Oh, it's a total hassle. Animation :) But if you've animated something at 24 FPS and you're essentially slowing it down 5x, 10x, whatever, there's so much more fidelity to the motion that it's almost a waste not to keep hand-keying. The modeling equivalent would be subdividing a model several times and then not taking it…
I'd probably just script the connection process. You could do it based on selection or do it by passing an array of control names into a function (if you've got another way to get the array (e.g. via character set or selection set etc.). Then in the function just run through the attributes for each control, check whether…