Animation & Complexity of Graph Editor 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?
For timing adjust use the dopesheet instead: if you select some keyframes, you can grab them and scale them (time cursor is the pivot point). 

Put the timeline in a point: if you right click an the left you will select all keyframes before the timeline, if you right click on the right you will select all keyframes after.

Try also select a group of keyframes and press Shift T and move the mouse, for easing in and out. 

Another great way to control the timing is to use the breakdowner in the T panel, pose tools tab (but you have to start with less keyframes).