I am rigging a potato (i know, sounds exciting right?). the problem i am encountering is that all the "eyes" of the potato are actual eyes, complete with eye sockets and eyeballs. the eyeballs need to stay with the mesh (the whole potato flexes, and has a mouth) and i still need to be able to control the aiming of the eyeballs with an aim constraint. how can i constrain the position of each eyeball to its respective eye socket?? ideally, all i would have to do is point-constrain the eyeball to a vertice in the middle of the eyesocket and hope it doesn't poke through, but I haven't been able to figure out how to obtain the worldspace position of a single vertice on the mesh, and how to constrain the eyeball to it....any suggestions??
xform -query -worldSpace -translation "object.vertex"
Another alternative would be to create a bunch of locators, and snap them to the verts and then constrain to the locators.