I guess, the title is quite self explaining. Currently, you can select an area to loop in the dopesheet for editing purposes. Sadly, this is only valid there, for obviouse reasons. On the other hand it would be great to have exactly this as an attribute to the animation, where I can set a start point for the loop and the animation is played from the start and loops, after reaching the end, not from the beginning, but the looping point.
This is a simple feature, which opens a lot of opportunities. I'm using Spine to animate user interfaces and with this feature, I would only need to trigger the entry animation and can embed the idle animation for the button within this animation. Currently, I need to wait for the entry animation to end and then trigger the idle animation. I would imagine, that this use case is applicable to other tasks as well, like something exploding on a character and then looping a dust cloud and such.
This approach is available for WAV files, which contain a meta data field to set a time stamp for looping the audio. Unity for example is able to read and interpret this field and loop the audio as expected.