Definitely! I was just re-surveying the CG book scene to see if anything new had developed here with more "meat" than sources I already have. Alas, no such luck.
Should I Write a Book on Modern Real-Time Animations?
Here are some topics you might consider in addition to those mentioned above.
1. Skeletal Animation Math and Data Model used to pose a joint skeleton (clearly presented, in detail!)
-- there are very precious few sources that do this well, which is why I put it first
2. Basic Skinning: Survey/detail of the most useful skinning techniques (DQS, SBS, LBS, etc., including shader code with extensive treatment of the math and pros/cons (candy wrapper, joint collapse/bulging, performance))
3. Advanced Skinning (optional): Cutting-edge skinning techniques such as joint-based deformers.
4. Action State Machines (aka Animation State Machines; ASMs)
(artist/animator-driven blending and state transition management; pros/cons and survey of main ASM features such as in Granny3D, Morpheme, Havok Behavior discussing not just what each common feature (node/connection type) does but why and how they work. Also, provide tips and tricks for "rolling your own" ASM.)
5. Attachments - Detailing the math, and any special considerations
6. Animation synchronization - Interaction with other characters (e.g. multi-skeleton animations) and the world (open, throw, catch, push, handshake). Emitting game events to kick off other actions (e.g. attach/detach, sound). Also things like sync between blended animations (e.g. limb-sync for walk-to-run and how to set that up) but you'll likely cover that under animation blending.
7. Animation Transitions - Pre-modeled versus blended; engine abstraction; tips and examples.
8. Root motion extraction/application techniques. AI interaction.
9. Behaviors - The AI linkage. Driving characters around. Managing character interactions. Making behavior look realistic and not "computed".
10. IK Details (not just solving, but authoring/publishing constraints, tricks for making them look natural and not mechanical, blend IK vs. solver IK, examples)
11. Performance - Tips/tricks for taking this and optimizing it for maximum performance (SSE, threading, offloading to GPUs, sharing animation data, optimizing transitions, crowds)
12. Animation Compression/Storage
13. Collision Detection - With/between skeletally animated models. Techniques.
14. Engine Integration - Layered design. Strategies for exposing skeletal/ASM capability to renderer and AI; abstracting animation details from the engine.
15. 3rd party SDKs and Toolkits - Just a jumping-off points for folks that don't need to rewrite everything from scratch, including open source and commercial sources. Bonus: Table and/or discussion of features comparing capabilities.
A good bit of this can be dug out of a conference and journal papers, but that takes a lot of time, and you're still left with determining what's useful vs. what is "academic". Much of this I've never seen a good, consolidated reference for. For instance, I've never seen a great reference on #4 (ASM tech), save for vendor docs, and am very interested in this.
Re #1, by far the best source I've seen out there anywhere is Gregory's Game Engine Architecture; also touches on a few of the others such as #4 a bit but didn't have enough detail for my needs. Highly recommend reviewing this source first to give you ideas on how to add value to the Character Animation book scene. Character Animation With Direct3D" is OK but just too light on details if you really want to get down and understand how everything works well enough to implement your own skeletal system which was my goal. Have flipped through quite a few more books including Computer Animation, Third Edition: Algorithms and Techniques, but most are just high-level surveys that don't have enough detail to make them worthwhile to purchase.