Could you consider on your roadmap adding support for non-deforming workflows?
I’m targeting Crowd Sims and large crowd rendering - so, my actors do not deform, as these deformations cannot be instanced on the GPU, as they would severely limit the number of actors that can be rendered within an acceptable timeframe and available VRAM.
So, I’ve built a Rigid Actor system in Houdini - where the Actor still articulates based on the Rig transform, but does not deform.
Imagine various hard surface pieces assembled to resemble a biped that are all attached to a rigid rig (no mesh skinning) via parenting to the rig transform.
So essentially, I dont need A2F to deform a skinned mesh, I just need the Mesh Fitting point(s) location(s) across the transcoded audio phrase ( or something similar to that ).
I realize this may be an edge case for your project - but it would allow me set dress an entire stadium of cheering rigid actors very easily.