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Expose m_RootBone and m_BoneTransforms in SpriteSkin script #8

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@altrahm

I have a setup for my character where there are some "fake" bones that are animated the usual way and some "real" bones that usually follow the fake bones, but sometimes take on additional rotation during gameplay. This is fine for the most part, but previewing transitions in the Animator doesn't work.
When I was using Anima2D, I made an editor script that would swap which set of bones that the sprites use (fake <-> real) so I could animate properly. This is extra useful here since the bone gizmos are based on these fields.
I can make the change myself, but the package isn't under source control (and I'd have to make the change every update). Although having made the change, the transition previews still don't work, even though everything else does. Bug maybe?

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