animation
Aliases:anim, playanimation, playanim, state, mstate, modelstate
stopanimation
Aliases:stopanim, animationstop
Takes name (same aliases) and the optional model. Ends that animation on the targets.
Coming from Model Engine
Model Engine’s spelling of the same thing parses unchanged.state{s=attack} is animation{name=attack}, and li/lo are its names for the blend windows — so its skill lines can be pasted in as they are.
Notes
- Targets with no model are skipped silently. There is nothing to animate on a model-less mob.
- An animation the model does not have is a no-op, so a typo shows up as nothing happening rather than as an error at load time.
/nme test <mob> <animation>autocompletes the real names. - The
/nme testcommand plays an animation once without setting up an effect, which is the fastest way to preview one. - Models are attached before
+onSpawneffects run, so playing an animation when a mob appears works. - Under the hood this is the engine’s own animation API, which an addon can drive directly with far more control — priorities, per-player animations, predicates. See Models & Animation.

