Unity internal behaviour - What happens when playing an animation at lower frame rate than game's logic?

Question : how does unity handles (Internally) animations that run at lower frame rate than the targeted game logic.

Suppose we have an animation running at 24 FPS, and unity game player / editor is running at 60 fps; what will happen every 2nd and 3rd frame? interpolation based on the type dictated in the animation curve?

Question 2 : Will it still be interpolated even if constant interpolation is set?

Question 3 : Will pausing the animation by C# scripts prevent the animation (bones evaluation and vertices transformation) from being evaluated?

Related topic by me : On performace : Do constant [stepping] interpolation getting evaluated or no-op'd?

Thanks in advance.