So, Nate, are you recommending calling Set%%%%ToSetupPose now?
It's not too bad?
Is it better than applying a "Reset Animation" (an Animation that has nothing but keys to all bone transformations in the Setup pose or some variation of it)? I'm inclined to do this so it still works with the queue system, and also so I can pear down the keys according to two or more AnimationState "bone domains" that won't affect each other.
Now that I think about it, it seems like I'm also cobbling together an Animations-as-Base-Poses system. But I do wonder about performance VS SetToSetupPose and where the difference lies.
I was musing on some other solutions for this problem if you wanna hear about them or something. I had to take down a thread I opened 'cause I thought you were adamant about SetToSetupPose not being ideal to call every time an animation is switched. Some things still apply though.