Hey Anthony, just a heads up, be really careful with how you go about designing animations. When it comes to LibGDX, TextureAtlas objects can be really heavy to create on the fly. I recently spent a few days re-writing just how I was using TextureRegion/TextureAtlas objects since they're so resource intensive. Keep TextureAtlas PNG files to 512x512 or 1024x1024, no larger.
edit; One of the guys that created LibGDX, Nathan Sweet, works at EsotericSoftware which created this application called Spine which LibGDX has support for. It provides a more memory-efficient way of creating animations.
[Only registered and activated users can see links. Click Here To Register...]