There are a lot of links in this tutorial, but most of them are optional and only for further reading. The focus will be on the application of procedural animation elements rather than their inner workings, but if you are interested in the math behind it all, check out Alan Zucconi’s tutorial series on this subject. We will be exploring a simple implementation of the latter in this tutorial, namely the animation system used in the interactive Bonehead Sim, but all the same concepts can be used on top of traditional keyframe animations. In the case of character animation, this can range from something as simple as blending between two animation clips depending on a character’s speed, to a fully procedural animation system with no influence from pre-generated data. Or, put more simply, procedural animation is animation driven by code rather than keyframes. A procedural animation is a type of computer animation, used to automatically generate animation in real-time to allow for a more diverse series of actions than could otherwise be created using predefined animations - Wikipedia