Skeletal Man
Behind the scenes of this simple looking skeleton man lurks an amazing motion system
I added the ability to add time dependant motions onto each joint, for instance, the heels kick up when the guy runs now, that's just a simple example of how you can use time dependant movements. Additionally, it only takes one line to add as many motions to the guy as you want, without any stupid switch statements. The base joint just passes the current time down the tree and each joint calculates where it should be in relation to the parent joint based all ALL of its Action objects.
There may be some room for optimizaiton since the joints have to do similar multiplication and subtraction and whatnot each time the parsetime function is called, but I'm not in a position to optimize at the moment.
This week I plan to make the joints contain their coords in relation to the base joint. This, I found, is ESSENTIAL for collision systems, mesh deformation systems, and, well really anything other than a stupid stick man. It shouldn't be too hard though, and I plan to use a SINE table instead of calling the built in stuff

Controls:
movement - same as usual
i - increments time
r - resets time