Uh... at least so far, I've not had much luck following instructions.
Maybe there's some shortcut I'm missing (for example, I'm not sure what "the av's local rotation" is

), but I think it's considerably more complicated.
First, there are limits (oft mentioned here) to the precision of this whole endeavor. These have to do with the relationship between the avatar as animated and the agent in the sim. The script runs on the sim, so has no way of knowing what the animation has done to the agent. This causes (among other problems) the inability to know the global position of an attachment point as seen (as animated) on the viewer. (See

for the last time this came up here.) I guess for a specific, static pose, one could measure this manually with a couple of prims in the editor.
Attachments can also be offset from their attachment points in the editor, and those offsets can matter for proper orientation to close-in camera positions in this application.
Attachment points also have reference rotations (maybe this is the "av's local rotation"

); an unrotated prim will be oriented very differently on the spine, for example, than on the stomach, and the rotation set in a script is applied to that rotation as well as the avatar's global rotation. I don't know where these rotations are to be found in a table (nor returned from a script), but maybe I've just overlooked it. Again, for a specific attachment point, one can find this manually in the editor.
(Incidentally, one thing that makes the cited llSetRot() wiki passage difficult to understand is that it's trying to concisely explain the mess that is

... which is sorta orthogonal to the complexities of attachment rotations, I think.)
So, if there's an easy way to do this, I'd be pretty happy to know about it--so far, my attempts at doing it "the hard way" that I think I understand haven't been very successful.