It doesn't work like what you'd usually do with 2D sprites:
show testchar uniform neutral with dissolve
show testchar uniform smiling with dissolve
The MSC works by automatically playing a set idle animation after playing an "active" animation, e.g. winking to idle. A tested fix (and still testing) looks like this:
ms_pause = Pause(0.5)
ms_dissolve = Dissolve(0.5)
renpy.show(ani_action, at_list=[location])
renpy.with_statement(transition, always=True)
renpy.pause(delay=ani_len)
renpy.show(ani_idle)
#renpy.with_statement(ms_pause, always=True)
#renpy.with_statement(ms_dissolve, always=True)
But no... it didn't work as planned. It seems in order to achieve a smooth transition between active and idle states is ending the active animation smoothly, not abruptly. A good example of this in the MSC code is "epsilon wink_png".
I'll try to test some more transition classes, particularly the MultipleTransition class. The next update will feature refined code and PEP8 convention