Unless you need the transform of the bones to be 100% accurately copied from one bone to another, you could use Ghosting to have a template to work from.
For example, if you know your run cycle will be 20 frames long, set ghosting to show Before
frames and then set Before frames
and Frame step
to 10 (half of the run cycles frames). And then disable Anchor
.
Now when you scroll the timeline past frame 10, you will see a ghost of frames 1 to 10. So when you have the timeline at frame 20, you can see a ghost of frame 10 so you can match the positions relatively well.
You can play around with how the ghosting is displayed to make it easier for you to distinguish the ghosting from the actual skeleton and assets.