Without seeing the timeline it is hard to give an exact answer. For me, I’d just make sure that when I want to display the animation that I would use a TimelineJumpTo=0 then Enable Action. If you set the time before you enable the animation there wont be any popping.
If you want to play all of those animations at the same time then put them under a Dummy Entity ( or as Pierre mentioned, a Layer) and have that with a LocalTimeline. Make the children, the animations, have a normal timeline. They will inherit the parent’s LocalTimeline. Then I’d just use a single TimelineJumpTo=0 action to get all the animations to be in sync.
If that isn’t an option you can use a MessageSend action (maybe string) and use the MessageRecieved Event. When the event is triggered you can then use a TimelineJumpTo=0 action with your target. In the event you can broadcast the message to the entire level or a specific entity and it will trigger as expected.
So, one of the cool things about Vlk, and I am sure a lot of people are starting to realize this, is that there is a lot of flexability in how you can tackle a problem.