Nate Hey Nate, thanks for the info!
What I'm looking to try out is not having wind or gravity keyed in any animation on the character, but instead having my own weather system in Unity determine "how windy it should be" each frame at the location each spine-character is standing, and then apply that value to the SkeletonAnimation somehow. Imagine a grassy field with characters sprinkled around in it, and my weather system handles calculating the "wind value" for each character as gusts of wind blow across the field.
If I knew "at this moment in time, the wind value for this character at this location should be 2.5", how could I most easily apply that to the SkeletonAnimation for that character? You mentioned being able to set the wind/gravity values on the physics constraints directly, so would that be the best to do it? Meaning I need to aggregate a list of the physics constraints, and iterate through them applying the wind value (rather than doing it at some "global" level that automatically affects all of them)?
Thanks for the info!