How can I access an Animation Playable Asset from script

I am using scripts to add animation clips to tracks in the timeline. But I also need to be able to set the clip transform offsets on the clips. How would I go about accessing the Animation Playable Asset?
Here is the code I use to create the tracks and add the clips what am I missing? I know I am close.

public void CreateAnimationTracks()
{
_animationTrack = _timeline.CreateTrack(null, “Track1”);
playableDirector.SetGenericBinding(_animationTrack, fighter1);

TimelineEditor.Refresh(RefreshReason.ContentsAddedOrRemoved);
}

public void AddAnimationClip(AnimationClip animationClipToAdd)
{
// Add the new Animation Clip to the Animation Track
_animationTrack.CreateClip(animationClipToAdd);

TimelineEditor.Refresh(RefreshReason.ContentsAddedOrRemoved);
}

Answering my own question in case this helps someone else. Once you have the timelineClip it is eazzee piezee to get to the AnimationPlayabelAssets simply typecast the asset reference:

For example
// Set translation offsets
AnimationPlayableAsset animationAsset = timelineClip.asset as AnimationPlayableAsset;
animationAsset.position = new Vector3(offsetX, 0, offsetZ);
animationAsset.eulerAngles = new Vector3(0, rotationY, 0);