Determining a Point on a Mesh during an Animation

I have a SkinnedMeshRender with a mesh and a single bone.

I need to follow a given position on the mesh while it is animated.

I assume I need to apply the bone’s rotation and translation to the point
but I have not a clue how to code it.

Anyone?

Here is what I did:

void Start () {
		//Set the start location of the bones
		SkinnedMeshRenderer mf = target.GetComponent<SkinnedMeshRenderer>();
		s  = new Vector3( 0.2f, 4.9f, 199.5f); //This is the known point on the mesh
		
                 //The distance from the bone to the given spot on the mesh
                distance = Vector3.Distance(mf.bones[0].position, s);

                //Create a GameObject to use the LookAt function
		GameObject go = new GameObject();
		go.transform.position = mf.bones[0].position;
		go.transform.LookAt(s);

                //Rotation the angle from the bone to the point on the mesh
		rotation = go.transform.rotation;

		DestroyImmediate(go);
	}

	void OnDrawGizmos() {
		SkinnedMeshRenderer mf = target.GetComponent<SkinnedMeshRenderer>();
		bones = mf.bones;
		
		
                //Mark the start point 
                Gizmos.color = Color.green;		
                Gizmos.DrawSphere(s, 0.1f);

                //Create a rotation vector from the Quaternion
                //Is this right? Not really certain
		Vector3 newFwd = rotation * Vector3.forward;

                //Create a Ray from the bone in the direction of the point
		var ray = new Ray (bones[0].position, newFwd );

                //Get the point at the predetermined distance
		Vector3 point = ray.GetPoint(distance);

                //Draw the point		
        	Gizmos.color = Color.red;
		Gizmos.DrawSphere(point, 0.1f);
	}

So thats it. Seem to sort of work but doesn’t seem totally accurate.
Any ideas?

Any one?

Any one?

Bueller?