The default banks can be used for storing and editing images or animation frames. All frames are the same size in a single bank. Create additional banks for different canvas sizes.
Draw your puppet in frame 0 with layers. For example put the body, head, arms and legs in their own layers. Then use frames 1+ with keyframes to animate the layers with transformations. Frames are tweened between keyframes.
Create a font bank to define your own bitmap text characters for use on a Text layer in a sprite bank. Bitmap fonts were common on the Atari ST and Amiga, and can contain much more detail than system fonts, such as colour and pictures.
Use a sprite bank as tiles to construct rooms of tilemaps.
Can also use metatiles to make larger levels and scenes from patterns of tiles.
Construct rooms of tilemaps of any size, for flip screen or scrolling games with layers and attribute properties.
A metatile sits between a sprite bank and a tilemap bank. They are mini-tilemaps, allowing you to make patterns of tiles from a sprite bank.
These can then be used as tiles in a tilemap, the main advantage is bigger levels at a smaller data size.
Generate meta tiles automatically from a normal tilemap to save memory, and view heatmaps to identify tiles to optimise.
Imagery provides rigs out of the box. Use them as guides when animating characters and animals in sprite banks, or attach them to puppet layers to automatically animate parts like arms and legs.
Reference rig banks let you create your own rigs. Define the bones in frame 0, pose the body on each frame, then export the rig for use with sprites and puppets.
Or import animation from Mixamo.