I've never had a .blender work. .DAE is, imo, the best export from blender for animated objects, and .x takes a close second, imo. I still use .obj for non-animated objects, and never had a problem.
I've had lots of problems with .fbx animated or not. But that may be blender's problem, as I have read other people have no problem. Maybe they use autodesk. No animated models I have bought on the unity store work in AppGameKit, which is disappointing. I have to totally redo the bones and animation in blender and export as .DAE. Maybe others know a way. I do not.
TGC really needs to get away from its love of .x, imho.
Keep in mind, when using .dae for animations the frames are in FPS. So frame 1 is 1/FPS. You can set the FPS in blender.
Here is a .dae code example w/ 24 fps
function Animation_Char( frame_start as float, frame_end as float, objID, play_speed )
game.player.ActionTimer = timer()
ResetObjectAnimation( objID )
SetObjectAnimationSpeed( objID, play_speed)
PlayObjectAnimation( objID, "", frame_start/24.0, frame_end/24.0, 1, .25 )
endfunction