that’s correct
to animate armatures there are two kinds of animations, actions, and ipos
[NLA is a combination of actions and isn’t supported by the game engine]
an ipo has the usual location/rotation/size…
an action has the animation for every bone
and they are named
and you can blend them together
and…
yeah, so with your armature selected, in the gamelogic buttons add an actuator, and change it to the action type [it’s there]
type in the name of your action, set other properties [the ones also in the ipo actuator act the same as the ones in the ipo actuator]… yeah, that is pretty much it [except for the usual logicbrick stuff with pulses and things]