Simulation and animation should work together in any modern computer
game that makes use of character movement. On the one hand, complex,
motion captured moves could be integrated to simulate character specific
behavior like feelings or signature moves. On the other hand, real-time
animation of certain bones can add additional realism without losing
to much performance. The above implementation shows a way of combining
both offline-animation and real-time procedural animation. For professional
use enhanced motion blending of the animations would be useful. Like
the support of multichannel precalculated animations ( for example
separate arm or leg movements). The realtime procedural part at this
stage only supports animations based on sinus/cosinus movements. Although
this works well for shaking-like animations, a more sophisticated
approach would widen the range of use. An interesting application
would be a real-time inverse-cinematic solution to simulate anatomical
correct crash-animations using physic based triggers and terrain-information.