Procedural animation is a priority on Tiny Starpilot. As a designer, I like how it it improves the responsiveness and “juiceness” of interactive characters. As a programmer, it’s my area of professional expertise. Finally, as a solo dev, it lets me create more “modular” assets which can be shared between characters with different skeletons.
The biggest tool in the procedural-animation toolkit is called Inverse Kinematics. With these algorithms, designers can specify “targets” (often called effectors) for the animation system, and joints are internally rotated to satisfy those goals.
An example of my modular-design: anim nodes automatically discover and coordinate with very little explicit setup.