Unity doesn’t give you access to those. The only thing you can do is to replicate the same code in scripts and calculate those vertex-positions. It’s ok for simple things, but doing it every frame would be too expensive.
I’m not sure if this has a solution in Unity 3. In unity 4 the following works for me:
SkinnedMeshRenderer skin = model.GetComponent<SkinnedMeshRenderer>();
Mesh baked = new Mesh();
skin.BakeMesh(baked);
Baked will contain all the current vertex positions of the skinned and animated mesh. It seems to work slowly though, as far as I can tell, so be careful how often you call this.
If i understood correct i can't get vertex positions in any way?
– FoxUmkov