Create a mesh.
In object mode, add an armature to the scene (shift-A)
Create the full skeleton.
Set the skeleton as the parent of the mesh: select the skeleton, shift-select the mesh, ctrl-p
Given a skinned mesh and armature:
Editing animation set:
Select frame to edit in the timeline window.
Select bone(s).
Orient bone(s) to desired position.
Select bone(s) modified in this frame.
Press I and save (normally) Rot --> for the first frame select all bones (press A). Press I and save LocRotScale.
To copy and paste frame data:
Select frame to copy.
With mouse over 3D view, press Ctrl-C.
Select frame to paste data into.
With mouse over 3D view, press Ctrl-V.
Press I and select LocRotScale to overwrite the frame data.
To create multiple animationsets in one file:
Create an animation set.
In another window, select DopeSheet.
In the dropdown menu (bottom of window) that probably says "Dope Sheet," select "Action Editor"
Select the action. Rename it if desired. Press F in the dropdown list of actions to create a fake user.
Create another action set by clicking "+" in the action selection dropdown.
The animation editor should show a "clean" timeline.
Edit that new animation set.
In the DopeSheet Action Editor, press F to create a fake user for that action.
Links to the Blender DirectX addon:
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/DirectX_Exporter
https://developer.blender.org/T22795
Exporting to DirectX X file:
In object mode, select the armature and the mesh.
File->Export->DirectX
Export:
Selected Objects Only
Meshes
Normals
UV Coordinates
Materials
Armature Bones
Animations
Include Frame Rate
Export Actions as AnimationSets
Attach Unused Actions to First <-------- required. Probably an error in the directx export script
Note: There will be a "default action" or similar in the DirectX export file, probably at the end of the file. That can be deleted using an ASCII editor.
N.B., please see Ashaman73's comments below for alternate (and possibly better) ways to do things in Blender.
Great idea to show off your workflow. I will contribute some additional steps, maybe you find them useful. It would be a good idea for an article too, I could think of many people who would like to see a short guideline of an animation workflow in blender.
Here are some addtional steps (I'm not 100% sure about shortcut-keys):
Ensure to use the naming convention for the left/right side (bone.R,bone.L), this helps to change bones concurrently (when mirrored-axis is enabled) and later in the pose-mode to copy bone orientation to the mirrored bones.
Clear/reattach mesh (if using auto-weight):
Select mesh->press alt-p to disconnect from parent->go into edit mode->select all vertices-> ctr-g and choose remove from all groups (to avoid weight glitches when reattaching often)
Save normally not only the rot but the location too. Once you work with drivers and constrains (eg IK), then rotation is no longer sufficient (only for FK animation).
You can click in the small empty field next to the record button to choose a default set when pressing I, this way you don't need to choose the LocRotScale whatever all the time.
The + button makes a copy of the currently selected action. This is very useful to copy animations without the need to start with a clean timeline.
In the 3d-view window are 3 buttons to copy,paste and paste-mirror. Copy/paste works like your description, but the paste-mirrored really useful, because it applies the bone orientation to the mirrored bones when you use the blender naming-convention (arm.L, arm.R, leg.L, leg.R etc.). This is very userful for walk animations.