Resetting the skeleton of a mesh each frame makes animation blending not work as hoped/expected when transitioning from one animation to another, involving a regression toward the base/T pose. This reset doesn't seem to really be necessary, and it looks like it would be fine to simply lerp from the last position of the skeleton into the new animation frames.
This change removes the skeleton reset, and appears to work well. Need to confirm whether this breaks the animation for any other use cases, otherwise it may be worth integrating into atomic master.