Thanks for the responses, guys. I'll try to clarify as much as much as I can with words, but I think/hope the testing file be more eloquent...
hayasidist wrote: ↑Mon Jan 10, 2022 9:57 pm
layer 1 is not transformed in any way, and has a point at {0,0}
Well, if that assumption was for simplifying reasons I think I understand, but Layer 1 (o master layer) would be indeed transformed in almost all ways, and points would be at any point (although, for the use I have in mind at least, not too far from layer's Origin).
hayasidist wrote: ↑Mon Jan 10, 2022 9:57 pm
layer 2 is shifted to be at {-.6, -.3} so to be visually coincident with the layer 1 point, it would have to have a point at {.6, .3}
Yes, but I think what is causing the gaps when layer/camera transformations take place is preciselly the fact that the affected points are indeed not at [0, 0]. I mean, it seems easy to get the layer's Origin full matrix transformation, but as soon as you try to apply it to a displaced point's position is where things seems to start mismatching if there are any camera or layer transforms.
synthsin75 wrote: ↑Mon Jan 10, 2022 11:03 pm
Doesn't account for layer z-depth and doesn't stay aligned with XY rotation:
I do need z-depth and (very specially) XY rotation, but thanks. Indeed I already tried to study some of the A.Evseeva scripts, but I admit they exceed my matrices understanding among other things... Although thanks to it and some trial an error I got a very basic starting point:
It relays on Layer's and Point's IDs, and only works over one point (left side of the neck) for simplicity and quick testing, the idea is to work over named point groups for easy setup and flexibility, but all that would come later. Well, as you can see by playing (or directly manipulating XY rotation of HEAD layer for example), as long as there are no camera or layer transforms (frame 0 to 50) the slave point follows master point as expected and without gaps (there is a little Line Width mismatching but that's another issue), but as soon as camera or layer is translated (so 3D perspective comes into play) the slave point doesn't remain "joined" anymore... I've been tryin to apply camera matrix in different ways without success yet, but I'm afraid even I got counteract camera displacements, I would still get gaps due to layer transformations, and very specially XY rotations. But, OTOH, something tells me that there must be a way to get a certain vector position in a layer and subtract every layer and/or camera transformation since there is access to all the involved matrices after all, isn't it? Or maybe a way to somehow fake the longed
WorldToScreen/ScreenToWorld methods? Who knows... but, well, I hope so

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