Skinned Mesh Child Transform Position Problem

I have a skinned mesh (a human model) and it has several animations.
The model has a broom model that is a child of the main GameObject and it is skinned to the mesh:

3350349--262042--upload_2018-1-11_13-19-45.png

The problem: I need to get the real-time world position of the broom in a certain animation, but even though the broom is really moving around (I can see it moving), the Transform.position for it doesn’t really match the broom. In fact, I created an empty GameObject at runtime and tried matching its position to the broom position, and I got the Humanoid transform position instead.

Are there any issues regarding skinned meshes and child position as of right now in unity?

3350349--262041--upload_2018-1-11_13-12-37.png

did you figure out how to fix this? I have the same Problem in Unity 2019.
Found the Problem in my case:
It was a issue in the Hierarchy of the Prefab. When reading a Childrens Position, all the transforming parent-Node need to be upwards in the tree. If one is a sibling, unity can not make the correct transformation-calculation for figuring out the transform.position. While skinned Meshes allow for example joints beeing rotated while out of the Hierarchy, Unity does not like this.