See if the Wendigo puppet (available in the Character Animator Examples project at Character Animator Examples) is similar to what you want to do. The Face and Lip Sync behaviors are not at the top level of the puppet, but applied to each view subpuppet.
I can see from Wendigo's file that all the heads are under a single 'Head' folder.
What I'm looking to do is trigger a new style of head AND body so I have 3 different puppets in one file, all with their own heads and mouth movements.
I tried assigning the heads to triggers separate from their respective bodies but that did not work. Before that I deleted all the heads minus one but when I triggered the other bodies that head disappeared.
Whether you use a single Head folder for multiple heads, or completely different entire bodies, if you have more than one set of mouths, you'll need multiple Face & Lip Sync behaviors. To do this, double click on your puppet to open it in the puppet panel. With nothing selected, in the Properties panel you'll see the behaviors that are applied at the top level. Delete the existing Face & Lip Sync behaviors there (click the 'x') since you want individual ones on the different view layers. Multiple-select all the layers that contain your separate heads (either directly or a parent of each), then choose Face & Lip Sync from the "+" to add a new behavior.
After that, you might want to select the individual layers so you can adjust behavior parameter. For example, set the Head Tilt Strength lower for the side views so they don't rotate down or up when you tilt your head to the left or right. Or reduce the Parallax Strength.
Thanks, that worked
Also the Mousetrack points for the hands are not working. No idea why, they're named and layered the same as the example files.
Maybe the Mousetrack handles are too high up in the puppet hierarchy? Are they in the puppet that has the mesh you want to warp?
Please start a new topic on Mousetrack issues if you need additional assistance troubleshooting the problem. Thanks.
Moving them down the hierarchy helped thank you.
Also I didn't set origins and the mesh number was too high, problem solved.