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I'm not sure what you mean 'these equations'. I think you mean the inputs into equations. I would store rotations as quaternions (x,y,z,w) as mentioned. Interpolating from a key-A to key-B would use a slerp or nlerp function (http://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/). Translation is stored as x,y,z and uses a simple ...


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You animate them separately, as if they were together, and position them together in game. For 2D, you can use something like spine, which lets you animate all the parts of a character. Then, for the hugging example, you just animate a character hugging the air, and in game ensure that the character is positioned properly. At least this one way you could do ...


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I suggest looking into Collada. (.dae) It uses XML. So you can open it in any text editor. However, you need to download a plugin for maya to import and export these files. You can download those here http://sourceforge.net/projects/colladamaya/files/ Also, as for the motion retargeting, look into this http://gameware.autodesk.com/humanik/features



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