suanLoBeach You can set the wind value on the physics constraints directly at runtime. If you keyed the wind to the physics constraints, you'd have to change the values after you applied animations.
If you'd rather use an animation, you'd have to create a new animation and timelines, or dig through an existing animation's timelines to find the wind timeline, then you can change the keyed values, add/delete keys, etc. on the wind timeline.
You might want to check out Nate's answer to a question from a user who tried to do something similar with Unity in the past:
https://esotericsoftware.com/forum/d/25363-spine-42-physics-general-questions/12