What I want to do with this is to create a point that is constrained to one vertex in an animated surface (via Morpher) no-matter-what-happens. From there, I'd create a bone linked to that point, and skinned to the animated mesh. So you have Morphs + Face Controls in your rig.
Starting with the first step, a single point following a vertex in the animated mesh, I wrote a single sentence that kind of work for me:
when parameters $Teapot01 change do
myVert = polyOp.getVert $Teapot01 101
$Point01.pos = myVert
Strange things happen when I execute the script and play a little with the target parameter in the morph and the play bar on the bottom of the window: the targets have limits and, although on the viewer is not noticeable, sometimes the target parameter goes beyond the limits. In addition, the point I want to constraint to the vertex does not seem to update its position as it should do...
So maybe I'm missing something related to this, or it's quite more complicated than I understood. On the other hand, I tried to build the system using an Attachment controller, but I end up with dependency loop errors (a bone driven by a point attached to a mesh can't deform this same mesh).
So my question here is... can someone drop here some information to avoid weird behaviours on the system? Anything related to this is going to be really appreciated!
Thanks for reading!