Glad it worked! Thanks for your kind words :nerd:
 
 
 
 Posting additional code here for reference, in case anyone wants to access the clip instance at runtime:
PlayableDirector director = this.GetComponent<PlayableDirector>();
int rootCount = director.playableGraph.GetRootPlayableCount();
for (int i = 0; i < rootCount; ++i) {
   Playable rootPlayable = director.playableGraph.GetRootPlayable(0);
   int trackCount = rootPlayable.GetInputCount();
   for (int t = 0; t < trackCount; ++t) {
      var trackPlayable = rootPlayable.GetInput(t);
      if (trackPlayable.GetPlayableType() == typeof(SpineAnimationStateMixerBehaviour)) {
         //ScriptPlayable<SpineAnimationStateMixerBehaviour> behaviour = (ScriptPlayable<SpineAnimationStateMixerBehaviour>)mixerPlayable;
         int clipCount = trackPlayable.GetInputCount();
         for (int c = 0; c < clipCount; ++c) {
            var clipPlayable = trackPlayable.GetInput(c);
            if (clipPlayable.GetPlayableType() == typeof(SpineAnimationStateBehaviour)) {
               ScriptPlayable<SpineAnimationStateBehaviour> stateClip = (ScriptPlayable<SpineAnimationStateBehaviour>)clipPlayable;
               SpineAnimationStateBehaviour animationStateClip = stateClip.GetBehaviour();
               Debug.Log(string.Format("track {0}, clip {1}: {2}", t, c, animationStateClip.animationReference.name));
            }
         }
      }
   }
}