You said bone transform, but only seem to care about translation. A little pedantic, but the transform consists of translation, rotation, scale, and shear. Also a bone has both a local and a world transform.
Other things can affect bone transform besides a translate timeline, such as translate X/Y timelines or constraints.
If you want the bone's local transform and don't care about constraints, you could find the translate, translateX, and/or translateY timelines and apply it. The easier thing to do would be to pose the whole skeleton for a particular frame using Animation apply
, then access the bone local transform (eg Bone x
).
If you want the bone world transform OR you want the bone local transform and care about constraints, you'd need to call Animation apply
then Skeleton updateWorldTransform
, then access the bone's world transform (eg Bone worldX
) or applied local transform (eg Bone aX
).