@munemune: I dont think it is so hard to understand the equations, just think or watch some videos of a walking/running human and if you have a software which could paint mathematical equations you could draw the functions from the skeleton class to understand how the bones are rotated (and positioned).
And its better to think about now how to implement the physics, because this also affects the way I have to store the animations, like Dorth said.
At the moment my idea is to store the animations over splines but not every animation apart, but every bone and animation seperated. That means that there will be a function for the right leg running or the the left shin walking and so on. This solution will give me the ability to overlay different animations together, for example holding something in a hand and walking or running etc. Alot of animations will bring alot of data, but splines I think will also reduce the amount alot than simple keyframes. However it let me think about creating a own file format to store all animations into it, due to this it might be necessary to create an own application for it... but blender with its exporting abilities (python) would do this at the beginning as well.
For the physics I think splines would be a good solution as well. For those who dont know what splines are: they are functions which are generated only from its extreme points like minima/maxima and turning-points with some extra values. Now my idea is that the physics engine is able to manipulate this spline construction points, to vary each animation in a specific range.
ok thats it at the moment... some more information soon.
[edit:] By the way I found some fantastic websites where you can download animated skeletons (which you can also load into blender) with a huge amount of different types. That will safe alot of time for this project. Here are the links:
http://freemotionfiles.blogspot.com/200 ... mocap.html
http://mocap.cs.cmu.edu/