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Putting it into the level through the cutscene editor is very finicky though, you'll have to animate the character sprites on loop then wait for however long it needs to play out then stop.
it would look something like this: son walk to mark>wait action until he reaches mark>mark animate punching animation, wait then stop>son does custom animation, wait then stop>mark walks over son and does custom animation or something along those lines. Good luck though, i dont think ive ever seen a campaign that has used custom animations before.