Yeah that's a lot of dangle points - probably too many for the physics simulation in the app to keep track of well in realtime. You may want to see if there are any places you can scale back in the number of points - every handle will make things run progressively slower.
If this is a recorded piece, then your best bet is to turn the dangle off (eyeball toggle) during recording and only turn it on before rendering out. You won't see the dangle during recording but it will be there for the final piece.
I tried turning dangle off, record, and then turning it back on. It seems to work well that way, thanks for the tip! But since my project is going to be even more complex, I will have to try more things. I tried keyboard triggers instead of the head turner behavior, but that made it worse.
What if I could use just one performance for several puppets? I could make five puppets, one for each angle, use the same performance for each puppet and switch between the angles in After Effects. Is that possible? Can I use for example an existing video, just like with sound tracks?
And if I would record the head apart from the body, will they warp the right way?
Using the same performance for multiple puppets has been suggested a few times, but not implemented yet. I'm not sure if your CH & AE hack would work but it may be worth a try - I make quick rough and dirty prototypes all the time to try certain functionality. Performance can be impacted by a lot of things, so it's worth experimenting to see what edits can make faster/slower puppets.
Okay, thanks for the reply.
I guess we're just in a pioneer time, I'll experiment with it.