thanks @AFRLme! I tried game.CurrentScene, but it had the same effect - then I tried using
StopAnimation before starting the new one and magic! It now works!
Not sure why StopAnimation is needed (I mean, can an object have multiple animations playing one on top of the other?)
but since it works I'm happy :-)
I had already tried duplicating the scene objects and controlling their visibility and that worked fine!
Between duplicating the objects that you suggest and creating object animations that I proposed - would you say that one is more resource-efficient than the other?
thank you so much!
-Fotis
PS. as for duplicating the whole scene, that would be tempting but then I'd have to replicate character positions, index of every animation in the scene, dialogs - not to mention mirror every correction that I make... so maybe it's not so lazy as it seems...?