So, from one dialogue to the next one you don't want any delay between animations, right?
Animations are usually loops that continue with the dialogues. In the most games I play the animation changes after certain dialogues are done. This (sometimes) causes some annoying outcomes such as ending the animation in the middle of it, without even looping once. Some better games figure it out to make you see the whole animation without skipping it before the loop repeats. So when the animation begins, dialogue should flow like any other part of the game.
If your animation loops are longer, dialogue should wait until the animation is shown fully. I can give you an example like this:
Think of a cowgirl h scene. The dialogue reflects the position and shows whatever they talk including the narrating. If the animation is long, the dialogue should wait until at least the animation loops again. Let's say they go to missionary position after that. The conversation they're having tied to the missionary position should only start with the relevant animation starts.
This might be too hard to do in a short notice so this example is only to tell you how it is done best.