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This is my setup:

enter image description here

enter image description here

I want to use the 'x' output as a driver for the mesh line endpoint.

I think this answer outlines what I'm supposed to do, but I don't understand how I'm supposed to use scripts.

I don't want this question to be closed because the alternative solution that everyone is pointing me towards doesn't answer the question, it just provides a completely different way of achieving what I asked for.

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    $\begingroup$ A better workflow is explained here: Passing GeoNodes attribute to Shader frame offset, and here's an answer of mine using this workflow Control shape keys with drivers to the speed of rotation $\endgroup$ Commented Aug 27, 2023 at 16:11
  • $\begingroup$ @MarkusvonBroady The first method that you mentioned doesn't work if the single-vertex vertex group is affected by a geometry nodes modifier. $\endgroup$ Commented Aug 27, 2023 at 16:34
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    $\begingroup$ I think you don't understand these methods, to avoid confusion, create a separate object, with only a single vertex, and use this object to read data from your original object and affect its single vertex by that data. $\endgroup$ Commented Aug 27, 2023 at 16:56
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    $\begingroup$ Perhaps the vertex group is not preserved upon joining. This is why it's best to delegate a separate object to transfering the values to empties. $\endgroup$ Commented Aug 27, 2023 at 17:27
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    $\begingroup$ All you really need is a single "bridge" object containing multiple vertices for multiple empties, so it doesn't create a lot of mess. $\endgroup$ Commented Aug 27, 2023 at 17:41

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