(Can't check the file - too new version)
In traditional animation chin movement is much rarer than lip movement. This makes sense, because lips move faster than the chin. If you put the chin in the same phoneme layers as the mouth shapes and just do automatic lip sync, you'll end up with a character with a distracting fast "chew".
Lots of recent animation uses a small chin patch on top of the face shape. This chin moves as fast as the lips (or is replaced as fast), while the overall face shape stays the same.
For your character I'd recommend to keep mouth and chin separate, which is easy because there's no detail to match. Do the mouth in the usual fashion (switch layer, with or without interpolation), take care not to overdo it ("girls speak softly - unless angry").
The chin/jaw should be a separate shape on top of the face, bound to a bone which has its pivot point where the real chin joint is: just in front of the ear. Take care to treat the throa line in a way that it bends convincingly (and not inwards!).
After setting up the lip sync move the jaw, but not too much. You might do with just three position: close, normal talk, accents. "Normal" will be the most used one, "close" for BPWF, "accents" depending on speech. If you study your own jaw by touching it while talking, you'll notice that it usually doesn't move to "close" between words.
To avoid a too smooth effect I do stuff like this in this fashion:
Code: Select all
· + · s · + · · · · s · · + · s · + · · · s · · + ·
c c n n o o n n c
(s = smooth interpolation, + = step; c/n/o = jaw positions)
This will move the jaw in a realistic speed of 2 or 3 frames and stay still in between.