Misaki To help with visualizing, here's some art I drew:
Imagine a character turnaround that uses all of these hand frames at different angles. Rather than manually swapping out each art frame as the character's arm turns around, I would like the ability to create a (manually spaced) sequence of these images and then link it to a bone's rotation, so I could get easy ease-in/out on my images, etc. This would be useful for multidirectional rigs, like this one by armanimations. As you can see in that video, currently Spine struggles with complex rigs like this, as the animation process of swapping frames at the end was very manual and tedious.
Nate The 1d/2d sliders are also a very cool idea, and could be an alternative to using timelines. But I feel like so many animation tools are already coded to work with timelines that it might be easier to repurpose them? By linking a timeline to a bone property you'd basically be creating curves by value instead of by time, so it's more for automating basic tasks than direct use. In the use case described above, I would not be altering this bone-linked timeline after the image sequence was properly laid out to match the bone angles, and I would actually want it to be decoupled from the other animations I was working on. It's sort of a baseline "what draw order and hand frame are typical when the player is facing this direction?", that only gets manually re-keyed when necessary.
Using sliders would also solve the problem though, so I'm looking forward to what you folks come up with as a solution. I just definitely want a way to link bone properties to ranges in the sliders, as it solves a lot of the image art <-> skeleton linkage issues I'm having right now.