Thank you both for the information, it did help a lot! I'm curious about this part specifically, as I'm not especially good at coding things but looking to get better. If I'm reading this right, the best option would be to:
- Have a command block or script trigger an event on the entity - I'm not sure what a component group is but I'll look into that, but basically something that wouldn't change anything about the entity itself but would seem to the game like it did?
- When the event happens, the animation controller starts the animation
- Call another event that deletes that component group
- Returns to idle animation
And I'm not 100% sure on whether I want the idle animation to be a shut-down version yet, that was a placeholder while I was having trouble with the idle animation looping but it turns out that the hold on last frame option is just as confusing for me, and I couldn't find a way to transition smoothly between the idle and the joke.
There will also be a wide assortment of possible jokes for the bot to tell (around 30? still need to decide how much animation I'm willing to do) and if that process doesn't end up working to trigger a random animation then I might end up just baking it into the model. There are really only a few differences between the default pose and the animation itself, the mouth being probably the biggest part.
I did try to change the animation file in Bridge., which was a bad idea, as it reformatted the entire animation for some reason which caused a myriad of Molang errors and honestly I'm not sure why that happened to begin with, but I'll try to put my trust in Bridge. with an animation controller.
I'll do a bit more experimenting and if I have any more questions I'll put them here, otherwise I'll close this later tonight if I think the questions are better suited for a different thread.
Thanks again!