So far my methods are pretty simple. Steps I should be able to describe to a 3d artist some time down the road of my project. Here goes:
1. Create model to animate.
2. Add armatures. So far my armatures have been pretty basic. Enough to make a few blocks wave.
3. Set weight values by weight painting.
4. Create animations in the Action Editor.
5. Name this armature.
6. Add an armature modifier to the mesh object and make sure it references the armature I named.
7. Use the FBX exporter made by RobotronHer which can be found here. www.triplebgames.com
8. In the SimpleSkinned XNA application, add an existing content item and select that exported FBX file.
9. Select the imported fbx file properties and make sure it uses the SkinnedModelProcessor for the Content Processor property.
10. In the SkinnedSample code, make sure you on the line:
AnimationClip clip = skinningData.AnimationClips["Walk"];
That "Walk" was an animation action in blender that you made.
11. Compile and run.
All this have been by memory, but that should be the general steps I've been doing. The model loads, renders, and animates, but, as always, I've met another snag. The orientation of the model is incorrect. In Blender, I have the top of the model going towards Z+, but when it renders in SkinnedSample, the top of the model renders towards Y-.