Yeah.
In LateUpdate, SkeletonAnimation/SkeletonRenderer just generates a mesh and sticks it in the MeshFilter. After that, it's all up to Unity to render or do whatever with it.
So all you would need to do is get that sharedMesh and stick it in MeshFilter on other GameObjects every frame, and make sure their MeshRenderer has the right Material (you don't need to set it every frame if there's only one and/or it never changes).
Make sure you use MeshFilter.sharedMesh
so it's shared, and not MeshFilter.mesh
which creates a duplicate object every time you access it.
All the other GameObjects would need are two components to render that shared mesh: a MeshFilter
component to store the sharedMesh, and a MeshRenderer
so Unity knows how to render it.
This is sort of how the Ghosting module works. It just stores copies of generated meshes from previous frames and renders them with a different material.