I understand you want to "bake" or flatten the transforms created by a transform constraint into your bones directly. Unfortunately, there isn't a built-in feature in Spine to automatically apply transform constraint results to the setup pose or permanently bake them into keyframes while removing the constraint.
However, you have a couple of manual approaches:
For the setup pose:
You could manually position the bones to match what the transform constraint produces. With the constraint active in setup mode, note the bone positions, then disable or delete the constraint and manually transform the bones to match those positions. This is tedious but straightforward.
For animations:
If you want to remove the transform constraint but keep its effects in an animation:
- Keep the constraint active while you work
- Manually key the constrained bones throughout your animation to match what the constraint produces
- Once you've keyed all necessary frames, delete the transform constraint
The constrained bones will need to be keyed at enough points in your animation to maintain the desired motion after the constraint is removed.
Alternative consideration:
Before going through this work, consider whether you actually need to remove the transform constraint. They're designed to be part of your rig and are exported with your skeleton data. If you're trying to simplify your rig, there might be easier ways depending on your specific use case.
Is there a particular reason you need to flatten the constraint transforms?