Wouldn't it be handy to have the possibility to animate only the bones you want to?
Just like that:

ent_animate(my,"x","boneX",my.anim_percent,ANM_CYCLE);
ent_blend("y","boneY",anim_percent,blend_percent);

So the called bone gets resetted than animated, but the other bones remain doing the animation they were doing before.
Because so far animating single bones per ent_bonereset is very tricky.