grimwolf, You could use: Every tick -> Set frame and scale
I am planning to make system where it uses invisible Spriter animation and then set visible sprites on top of those and set position and angle from animation.
Also if you are using animation for individual sprite you could make system that uses specific parts of one big animation.
For example if one animation is using 7 frames and you organise those different parts something like animation order value means 0=meaty fist 1=giant claws. (0-based)
Set frame -> hand.AnimationFrame+(animation_order.value*7)
\(this is Spriter animation sprite)
Edit: Or maybe you don't have to bother whit that. Just but them on different animation on sprite :)
Set frame -> hand.AnimationFrame
This might be quite bad explanation but hopefully gives at least some ideas.