Do you need to inspect the animations to find the slots? It seems easy to have your runtime code know what the slots are.
A between solution might be a naming convention leaf1
, leaf2
, etc.
If you really want, you can look at the animation's timelines. If you are animating the leaves by transforming bones, then you'll find RotateTimeline/etc. You can get the bone from that, then look through the skeleton's slots to find the slots on that bone (there may be more than 1).