These animations are done using a
GPU based vertex shader. This allows for
fast performance for per vertex calculation.
This is necessary to transform each vertex into the new position for a given animation. This system starts by pre-calculating the transformation matrix for each limb. These matrices are then passed into the GPU and applied per vertex depending on their position. Which limb a particular vertex is a part of is also pre-calculated and passed to the GPU at the time of the vertex call. Many animations can be created with this interface.
It is a simple matter of defining a few time based calls to set rotations for the different limbs. With these timed based rotations set it is then possible to make a call that will cause the character to walk, jump, or stand.