In our skin system, we are adding some skins with sequence attachments. For example, we have many static weapon attachments/skins, however, now we are adding new animated (sequence) skins like flaming swords, pulsing glowing wands, shields with animated coats of arms, etc.
For our animated items, we want them always to be animated and looping. However, we cannot just add them to the skin and have them loop, my understanding is that we also need to add an animate key in the Spine animation for each separate attachment for each animation. We plan on 100s of different animated items, and having to key each one for each animation is complex; we need a separate animation for each to be applied to a higher track, and we need to change some of the animation directions based on the action (switch to a different view).
What would work well for our case is if there was a way to default enable animations for skins with sequence attachments without having to add an animation key. For example, set up a default FPS, looping style for all sequence animations applied once added to a skin.
I have done PRs for spine-ts in the past, so I will also look at doing this myself unless there is already a method to do this already available (that I have not seen yet.) Any help/direction regarding what code to change/add for the PR would be greatly appreciated.
This feature will be used in the C3 spine plug-in in our game.