It should already be setup correctly. Just ask Kahentawaks for the details.
Otherwise, here is a great tutorial that explains it all (setting up + start animating): http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation/Setting_up
This is where the player learns how to use his weapons.
VOICE OVER: How to use the bow & arrow.Example: “Press A to use the bow & arrow.”
As you walk along, you come to a body of water. There is a canoe on the shore. You get into the canoe [and start floating].The evil villager from the Flying Head legend rises out of the water.Two Baby Flying Heads are attached to him [with leather ropes. Or maybe hair.] They are attacking you [how?]. You shoot them with your bow.
You learned to create avatar animations using Qavimator.
But how can we make prims move? Prim Puppeteer was created just for that! And you can create your animations directly in Second Life, for better accuracy and even more enjoyment!
Here are some instructions on how to get prim puppeteer and how to use it. (more…)
Straight Ahead:called so because animators using this method will work almost frame per frame one step at a time, from beginning to end. The advtanges to this is a smooth animation that includes all minute in-between actions. This is especially useful for energetic, spontaneous looking animations that include many fast movements. The disadvantage is that this method is not very efficient (takes me time) AND can be too wild and uncontrolled, therefore messy.
Pose to Pose:This method it the more plan, more fluid and more efficient way of animating. The animator choose key pose at the beginning and end of an action and THEN fills in frames in between. Poses and timing are important and especially relevant to animating in 3D when the “in between” frames can be automatically tweened between poses.
Nevertheless, this is a jump where the characters falls back pretty slowly. You can play with the keys on the timeline to accelerate the drop if you want.