I would advise taking a little time to learn the DBPro animation commands before doing anything too ambitious. Thing is, some objects need more work than others, like when you mix different actions in the same animation. A windmill for example only has to spin around, but a character would need to walk, run, jump, die etc etc.
I tend to use loop object for things like windmills, but a character I always do my own animation system and handle it with code. I might have mode 0 as idle, which might be a loop of frames 1-10, then walking could be mode 1, with a loop of frames 11-30... so I'd control the current frame number and the mode, and just worry about changing modes to suit the player actions. It takes a bit more thought and organization, but it's really the only way to make the most of animations. With DBPro, you can actually animated different parts of the model with different frames, so you can imagine how complex that would be... but being able to make legs run while arms do something else like swing a sword is really useful. You can also rotate limbs with code without necessarily breaking the animation, like rotating the torso to suit the aiming angle in an FPS. I think the best thing to do is just make yourself a test model, have it animated bouncing up and down, then experiment with the animation commands.

I am the one who knocks...
