Thanks! That was exactly the thing I was looking for.
And one more question on the topic. Is there any way to mix between different tracks? Using a script or Inspector? I see that these values from "Mix Settings" don't work when I use different tracks with this code:
skeletonAnimation.state.SetAnimation(0, "entireSkeletonAnimation", true);
skeletonAnimation.state.SetAnimation(1, "handAdditionalMove", true);
I would like to have a result that entire skeleton is animated and I would like to add animation for hand only without stopping entire skeleton animation. Something like "weights" in the regular unity animator:
The idea is to change this "weight" smoothly from 0 to 1. It will allow me to mix different tracks.