Would this same image change method be used when you want to have torso/pelvis twist in a walk cycle? The basic setup for a character is what you have in the example files, where the characters are setup on a 3/4 angle. This is perfectly fine for the purposes of most 2D game animations, but for a true anatomically correct walk it doesn't suit.
In Flash, the torso twist would be a number of frames held within a symbol which is then told to loop, play once or single frame. From my understanding, in Spine all of the torso frames would be children of the parent spine bone, which is basically the equivalent of a symbol in Flash. It would be nice to have a similar function to loop/cycle through the parented images that fall under a particular bone, rather than just having manually keyed image changes only.
I haven't had the chance to test this out, I'm just kind of postulating aloud. 🙂
Am I on the right track?