Yes, this can be done in any animation package that has a bone system and lets you attatch a morph target befor the bone rotates. But as they start to add up it helps to have code to help manage your
They are just morph targets going on/off to show how much I am sculpting and how much is moving by the bone itself.
One of the biggest thing that I will be writing (On my page soon) about is why things are broken up the way they are. With this type of set up I am trying to isolated the motion of complex areas (like the Neck/Shoulder/Arm, Hips/Legs/Torso) so when you animate three or more controls you get the correct looking shape. No sure if that is a good explanation?
You can see this in the arm that I articulated ( http://hippydrome.com/LArmUD.html ). While I am working on the arm motion I try to isolate the movement knowing that the shoulder is going to carry a lot of it too. That is why the arm Front/Back and Left/Right look odd at first, but when you add in the shoulder movement ( http://hippydrome.com/ArmsShldrRot.html ) they start to look and feel correct.
One of the things that I had to over come while articulating characters here at work, is to throw out the restriction that our real bones and moments have. I know the arm it’s self cannot rotate up 90 degree’s without the shoulder moving up with it, but I needed to think/retrain myself that it can. By restricting the motion to isolated areas really helps the different morph targets play nice together.
Here is another example. Take a look at the Torso bending over forward to 90 degrees ( http://hippydrome.com/TorsoFrntBkLftRt.html ).
This is similar to the arm going up a full 90 with out moving the shoulder. For this character I am splitting up the motion of the spine into four parts. The Hips, Torso, Chest and Upper Chest. They can look odd by themselves but when I animate this character bending forward I will be using all four of the spine controls to achieve a pose ( http://hippydrome.com/Skeleton.html ).