MakeTarget2 .target file spec

I have a question about how Maketarget2 works, not how to get it to work, I figured that out, I refer to the .target file specification and format.
What I am trying to do is to take a full body morph and clear it from below the neck, or clear it above the neck.
That way for example I could apply one target put an anime head on a figure and a comic book superhero body. Silly example but you get the idea.
I tried hacking the .target file (it is just text) Vertex numbers 0-13379 seem to position deltas the body in XYZ.
So by picking the appropriate vertexes should work to make a Frankensteined .target file.
(For proof of concept I use Excel. My python skills are rudimentary)
this actually get fair results with the mesh some neck editing in Blender can fix.
The problem are the bones. First of all the eyes do not change position. It seems that the head bones influence is gone. Changing the pose from the defaut results in melting contortions worthy of Dali.
I do not know why this is a problem, or exactly how Maketarget determines the bones' new position.
Changing the vertex positions in Blender/Maketarget definitely changes the bones in MakeHuman- normally.
There does not be any additional vertexes in the mesh imported by MakeHuman Plug-into act as bone markers.
But the .target file has vertices 13380 tp 19149 that do not seem to have an analogue in the mesh.
Perhaps this is generated internally by MakeTarget via software?
But if it does generate it via software from vertex deltas, why does using the Frankensteined morphed mesh from MH as a Shapekey not yield correct results?
What I am trying to do is to take a full body morph and clear it from below the neck, or clear it above the neck.
That way for example I could apply one target put an anime head on a figure and a comic book superhero body. Silly example but you get the idea.
I tried hacking the .target file (it is just text) Vertex numbers 0-13379 seem to position deltas the body in XYZ.
So by picking the appropriate vertexes should work to make a Frankensteined .target file.
(For proof of concept I use Excel. My python skills are rudimentary)
this actually get fair results with the mesh some neck editing in Blender can fix.
The problem are the bones. First of all the eyes do not change position. It seems that the head bones influence is gone. Changing the pose from the defaut results in melting contortions worthy of Dali.
I do not know why this is a problem, or exactly how Maketarget determines the bones' new position.
Changing the vertex positions in Blender/Maketarget definitely changes the bones in MakeHuman- normally.
There does not be any additional vertexes in the mesh imported by MakeHuman Plug-into act as bone markers.
But the .target file has vertices 13380 tp 19149 that do not seem to have an analogue in the mesh.
Perhaps this is generated internally by MakeTarget via software?
But if it does generate it via software from vertex deltas, why does using the Frankensteined morphed mesh from MH as a Shapekey not yield correct results?