pretty simple just have a SkelAnim *SA_YourName=null;
then in your create
SA_YourName= obj.skel.getSkelAnim(UID(youranimUID));
then your update
obj.skel.updateBegin(); // begin update
obj.skel.clear();
obj.skel.animate(SA_YourName, AnimationFlt, 1.0f , true);
obj.skel.animate(SA_YourName2, AnimationFlt, flt_YouranimWeight, true);
obj.skel.animate(SA_YourName3, AnimationFlt, flt_YouranimWeight2, true);
obj.skel.animate(SA_YourName4, AnimationFlt, flt_YouranimWeight3, true);
obj.skel.updateMatrix(obj.matrix()); // update skeleton animation matrixes
obj.skel.updateEnd(); // end update
Note : on this code i use Game.Animatable obj;
but you can do the same with AnimatedSkeleton skel ; // animated skeleton and setting it up correctly with your own matrix ( i just dont see the point, because animatable is what i want
)