Johnar, that’s how I did it, or tried to. So the lips are still moving during that stupid head rotation, which I will correct. I’m a long ways from mastering lip sync, the visual sound wave helps, but there’s also anticipation - mouths move before sounds are formed. Length of sound isn’t easy either, I was still unsure after different tries. A character without teeth doesn't have a convincing f. But I liked these results a lot better than with automatic lip sync with Papagayo in 2D programs.
There are two things I really appreciate about the phoneme morph editor: 1) it doesn’t seem to matter if the next sound comes before the fade of the last one is finished - by default, it looks like you would need five frames minimum before inserting another phoneme or you would have to manually replace fade out and fade in. That doesn’t seem to be necessary. 2) I went back to the object editor, deleted and reprogrammed a phoneme under the same name. The scene editor accepted the change and the key frames with that phoneme were still active and worked with the new shape. No extra work.
I don’t know if this is right, but it seems like my slightly dopey open-mouthed default position was a lucky accident, because the transitions are smoother and it covers up slightly inexact timing. The neutral, or closed-mouth position was a morph and not the default zero in the phoneme editor.
Edit: Adding 2nd try here, the rotation was put at the end. Don't know if the head movements are too exaggerated now. It was impossible to delete the head rotation keyframes alone, I had to redo everything past those actions. The software "remembered" too much. Even converting the last frame before and the first frame after into corner frames did not prevent it. Fortunately only orientation was affected.