I wold like to use it to combined blend shapes with joint base deformers.
The trouble is the double transform and keeping the joint to keeps it's world space.
So I have a blend shape deforming a vertice and I have a joint deforming it as well.
The trouble is that when the BS deforms it moves the joint as well and creates a double deformation.
I want to use the poly point constraint to stick the joint on the mesh so I can tweak the BS deformation with the joint.
Sorry it's hard to explain.
I want my joint to move stick on the mesh but not deform the mesh until I move it.
Like I need to trick the joint that it's still in it's original place so it doesn't double transform.
Maybe I'll put up a video, can I do that?