I have a deforming mesh and need to attach another object to a specific part of the deforming mesh.
An example would be adding glasses to an mdd deforming head.
I can position constrain a locator to a specific vertex, and add a normal constraint to that same vertex, but the mesh still swivels around that normal during the animation. Is it possible to further constrain the locator so the rotation stays locked to the mesh? In the above example, I'd position and normal constrain a locator to a vertex at the bridge of the nose, and add some kind of up vector constraint to a vertex at the center of the forehead to create stable orientation.
Anybody know of a way of doing this?