>>8951940
I think Actions are basically like the 'animgraph' type system in most game engines. You can layer a wave action on top of a repeating walk cycle action, for example. But I feel like you should ask yourself "why do I want to use Actions and what will using Actions accomplish as compared to some other workflow"

Far as I can tell the best way to get started is to just use the standard animation timeline with keyframes, using constant interpolation to check to make sure your golden poses work, then do breakdowns (the inbetween poses)

It seems you can also use spline/NLA (Non-Linear Animation)/curves in your workflow, *once* you know what you're doing, to get certain types of motion quickly, but the majority of us should probably get really good at the basics before fucking with the shortcuts and power user workflows.

One thing I didn't realize while getting into this shit is that I'd have to actually become a competent animator in order to make anything that looks passable. It's a drag, man I just wanna see the titties bounce