DAZ Studio comes with a Timeline facility. So you can animate your characters using the Timeline tab. However, it’s never been easy, because you can’t move around keyframes, and it’s very hard to see where you have made keyframes. This is where keyMate comes in. On the keyMate tab, you can see all joints with keyframes, and you can move them around.
However, when you use an aniBlock in aniMate2, the DAZ Studio Timeline is subsequently ignored. So if you make keyframes using the Timeline tab, or on the keyMate tab, these are outside of aniBlocks, and they are ignored.
Making an aniBlock involves transferring keyframes from the DAZ Studio Timeline into an aniBlock. You can’t do this in keyMate, but you can in aniMate2. Once you’ve got your keyframes inside an aniBlock, all keyframes made on that character in keyMate will then be ignored.
aniMate2 was mainly designed for using pre-made blocks, and although you can create your own aniBlocks, it was never the priority, so it wasn’t as easy as in Poser, for example. keyMate changes that - you can create your own animation using more traditional tools, that people coming from other software will understand. (If I can use the word traditional in a digital sense.)
I hope that makes things clearer, Jaderail, and I didn’t muddy the waters. It’s just the concept of there being two, and only two, totally separate animation timelines - one is the DAZ Studio Timeline (and keyMate works on that) and the other is the aniMate2 timeline, which overrides the DAZ Studio Timeline.