Hey all,
I took a keen interest in this tool and decided to start implementing the C# run-time for Unity.
I've got the core data serialization/animation generalized so any C# library can use it. I let the library specific implementations be handled by external "controllers" while the generic library only holds an interface for working with the controllers.
I have an example of Unity controllers that can draw/animate debug lines.
Right now I've got the transformation timelines implemented with stepped and linear curves. Bezier curves should be coming soon. I also still need to work on the Attachment and Color timelines.
Hope I'm not stepping on any toes by diving into this. Hope it helps, cheers!


It'd probably be better to do the calculations in the runtime and just use Unity to draw. Probably you have one game object per skeleton that represents the skeleton's root bone 0,0. Maybe using game objects would make sense for some Unity usage, I don't know, I have little Unity experience (so far!). 
