Hi Marcel -
Definitely made progress, thanks - I got this deployed on Glitch which is basically where I want to be. When the audio source is fully implemented that'll be really great!
https://silly-subdued-amaryllis.glitch.me/
However, unless I have done something wrong in creating the NLA tracks, the buttons didn't automatically trigger the correct animations.
For instance "Sad" button does "Sad" animation, but for the correct "Hello" animation, I had to select the "Passive" animation. For "Chat" I needed to select the "Hello" animation, and for the "Passive" button, I had to select the "Chat" animation 🙂
I see a couple of possibilities - when I test the animations in the blend file they match up correctly to the actions I expect and are in the Needle Animator node setup (see image attached). It is feasibile that I have misunderstood something about NLA *but *within the Blender environment everything is behaving as I'd expect. In the PlayAnimationOnClick component, I'm using the stateName that I have assigned in the Node (I set the label value to the same as the name too)
I was wondering instead if the animations were exported by the Add On component via an index which wasn't matching up correctly to the animation tracks?
Latest Blend file attached : - thanks again for your help. It'd be great to see this integration keep developing.