manual
Quote:
ent_animate(entity,NULL,0,0) resets all bones poses of the entity


manual ent_animate code example
Code:
// reset skeletion and then compose the animation (order is important): 
      ent_animate(me,NULL,0,0); // reset all bones
// first, shake the arms during running
      ent_animate(me,"run_torso",my.skill1,ANM_CYCLE);
// then blend over to, or blend back from shooting (only affects the arms)
      if (my.skill3 > 0) { ent_blend("shoot",0,my.skill3); }
// finally animate the legs (only affects the legs)
      ent_animate(me,"run_legs",my.skill2,ANM_CYCLE+ANM_ADD);




Of course I'm still half asleep so I might misunderstand your question.