How to control Animations after Entry

I have a very simple question. Lets assume I have a Enemy which is standing & after every few seconds throws an object. I have no animations for idle enemy but throwing will require throwing animation. Now I Create an animation clip “Throw_Anim” … In the Animator we directly go from Entry to “Throw_Anim” animation whereas I want to show this animation only when he is throwing.
my question is how to control these type of animations which directly come after Entry (base state)
Thanks

The state connected to entry is the first active state, so it plays immediately. Entry itself isn’t a state.

You can create an empty state connected to entry, and then transition between that state and your throwing state to achieve what you’re looking for.