I use OnAnimatorIK to apply some IK corrections to my character Walk animation and I want to know if it is possible, inside the OnAnimatorIK method, to get the position that a specific joint should have at the current animation frame, if I had never set any IK correction to it.
I tried to read the transform of the joint at the OnAnimatorMove method, but it is already changed because the IK correction is applied from the previous frame.
I also tried to set IK weight to zero and then try to read some values but nothing gave me the result I wanted.
Sadly I don’t have a solution, but I’d like to know as well. I ran into the same problem with Unity’s own Animation Rigging package (3 years ago actually), so I’m all ears