Pierre Schiller writes:
Blender uses the Graph Editor (AKA the F-curve editor) to create the keyframes needed for an ACTION. To store that action data set, you need the Dopesheet window set to ACTION EDITOR. Once you finish your action, you can use it contained in an #ANIMATION CLIP which you can push to the NLA (nonlinear animation editor) for further mixing. You do this to mix walk cycles with run cycles of your model in the same timeline.
I made this video because I noticed many 3D artists from other DCC applications coming to Blender and they wanted to know what is the correct way to interact with all of these different editors coherently. I hope this video would help them.
Check out the Export settings and how they can help you get your animation into #Unity, Lens Studio, or Spark AR. more information in the video description here: