It would be great to be able to run a ‘Get socket/bone transform’ on a Cached Pose in the Anim Graph.
In my VR motion controlled character rigging I have several points in the animated skeleton that I need to refer back to even after I edit the pose in the graph.
Such as planting the feet and setting up my SplineIk spine.
Several times now I have to go back and add new leaf nodes to the actual skeleton, re-bake out animation, swap out my skeleton mesh and make sure the animation work with the new skeleton mesh. It’s a huge pain when it shouldn’t need to be.
All this I think could be avoided and more flexible if I could just access the transforms of bones/sockets earlier in the Anim Graph graph, say from a Pose Cache.