You can use TextureRegion # split (texture, tileWidth, tileHeight) to get a bunch of texture areas for the texture, if they are laid out in a grid. You can also use TexturePacker on a bunch of lost images to pack them into a single texture and then load from TextureAtlas. This has the advantage that it can remove spaces from each frame for better packaging, and it can also do fantastic things such as anti-aliasing (if two frames are identical, it will be packed only once). Name your frame images such as anim_1.png, anim_2.png, etc., and then you can get all the texture areas with the name "anim" as an ordered list based on the frame number.
Also note that the Animation class in libgdx is simplified. Feel free to write yourself if this does not meet your needs. The animation class is only about 20 lines of code.
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