This is an example. The character's arm is passing through space using all X, Y, and Z axes.
I tried to get the least key, but many keys were created to represent the curve.
I don't have the knowledge to edit 3D animations, so I am not confident to adjust the timing in this situation to create a nice tension sense.
Imagine a moving character with various poses. Rigify will create more channels.
From my point of view, the graph editor is too complex to represent good timing and smooth arcs.
But I think there will be channel management methods and graph editing methods that I don't know.
Please let me know the keywords of the techniques needed to solve my problem and I will study hard.
Thank you.
Additional questions:
I want to be checked by you to see if what I have realized is correct.
3D character animation seems to be better suited to frame-by-frame work, such as drawing animation or stop-motion animation.
Only a few in-betweens are automatic. It is a little convenient point of 3D animation.
Graph editing appears to be effective for camera or simple object motion.
Did I realized exactly?
and what is the best interpolation for in-between?