1- Ok i'll try to do it myself with standard event. (is that planned? in a relative short time?)
2- After re-trying it, it works with mecanim layers, but only in override way. It still can be usefull, but a mask for spine bone with weight could be really usefull (for a lot of user I guess).
So I tried to split animations.
I succeeded to split animationClips into smaller animation clips (with an indirect way, using a dummy model and the fbx importer, but anyway). But I cannot play them.
The problem I have now is that Spine does not recognize the animationClip because it's not in the SkeletonData.Animation (Spine type) tab, and so not in the SkeletonAnimator.animationTable. It seems that the only moment something is added in the animation table is during the import (SkeletonBinary.ReadAnimation).
I did not find a way to translate a AnimationClip (Unity type) into a spine animation type (in order to add it in the SkeletonData.animations exposed list). I 'm looking for some kind of 'reverse baking'.
So for now I get this error :
KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[System.Int32,Spine.Animation].get_Item (Int32 key) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150)
Spine.Unity.SkeletonAnimator.Update () (at Assets/Plugins/Spine/spine-unity/SkeletonAnimator.cs:122)
Does anyone have a solution?
Nobody has any clues?
I don't think coding a whole new "reverse baker" would be a good idea, considering that each time the baking code will change, this could break it.