Yes but then you loose the ability to tweak later. The attributes we’re wiggling already have a base set of keyframes on them. Once you “make it so” and commit the script to keyframes at 30fps, you can’t go back.
I supposed I could link other layers with the base key frames to the layer that’s going to wiggle, thereby protecting my hard won animation keyframes, but with the number of layers we’re talking about and each one having it’s own unique path, that immediately doubles the layer count and then it becomes a logistics issue.
And just to quell the next logical idea, the project didn’t warrant programming a particle system.
Thanks for the input guys. Building “down” worked like a charm.