BTW - great job on the skeleton postures Jamoran62 (can I call you Jam for short?) I had that on my bucket list to do at some point. Sorry about that Prima. I could of at least created a standing one to fake a close-up against a raised table or something.
Thank you for the compliments, though, as you do know now well, it turned out to be a big big flop in its first incarnation. Hope it's got finally fixed; I've checked it with a couple of the poses but by now my self-confidence has gone South.
Yeah, no objection to the short form, be it Jam (especially early in the morning before breakfast), or JA, if you like best.
Regarding the pointing-at animation... I haven't made much progress. I've been unable to find any reference to the animation or other asset possibly related; also, the mscope.things.activities.PointAt class, I'm afraid, is defined in one of the encrypted .sjar libraries (the DRM stuff, you know), so not a single chance to try to take a look at its bytecode.
Why does it have to be associated with the existing animation. Can't you just create a new one for the puppets in a sitting position moving their hand with the index finger closed in the same way the rest of the fingers are in the PointAt animation. Then it could be used to simulate moving an object with a prim without the awkward pointer finger.
Creating a gesture with a final pose like that is no problem at all. What is impossible, AFAIK, is making the character to point at a specific target (or a specific bone) regardless of the relative position between puppet and target. Such a thing would be possible if some sort of scripting would be available to the modder for dynamically driving one or more of the bones in the subject's skeleton (an Inverse Kinematic approach would be more suitable in this case), but if such a thing exists in Moviestorm, it's something I'm not aware of.