Transform and mesh manipulation

Hi all,

I am trying to understand if I can access an armature bone’s tail position in some manner.

My purpose is to follow an armature’s structure to access its tips dynamically (the rigged model has unknown geometry), and I very well know that you can explore the armature transform by transform, but I have not found a way to access a bone’s tail position.
This is very important for my application since the models (two hundred circa) have long tentacle like extrusions of varying number and lengths, and since I need to attach gameobjects to the tips of the “tentacles”, I absolutely need to access the bones tails locations (already thought out of a method, regarding bounds).

The models are properly rigged and I can’t modify them, the “only” problem with them is that the tentacle tips are coincident with their bones tails!

Please help me solve this, since it’s a show stopper right now.

Thanks.

The attachment explains this perfectly. There seems to be no way of resolving this issue in unity?

Anyone? Not even the people with thousands of posts?

This is getting ridiculous. Where should I go to get an answer to this.