Background: I'm doing some run-time post-processing of animations to align bone position and rotation at certain keyframes to non-spine game objects - e.g. setting the transform of a hand bone at the last keyframe of an animation to convincingly align to a prop > attach bone follower to the prop (character has picked up the prop) > run another animation with the prop in the character's hand.....
However, I can't seem to find an answer anywhere for this in docs or forum:
Is there a method in the Timeline API to get a child bone's world transform/rotation (or any other timeline in the animation) at a specific keyframe?
I started writing my own simple parser for SkeletonData JSON to iterate through the bone hierarchy, adding up rotations for child bones at specific keyframes, but I just wanted to make sure that this is not a solved problem before continuing.