[quote name='freakchild' timestamp='1338839107' post='4946202']
A simple example of this would be the definition of 'grip points' on one wrestler - basically positions the other wrestler is trying to grab. The wrestler doing the grabbing will more than likely be animating via several blended animations and supplemented with dynamic animation via inverse kinematics in order to do that - no simple 'replay' going on there.
Nice man! I am in a position where I get to see the animations for one of the best wrestling series getting shaped and tuned everyday. You are spot on with that information there. And yes, the amount of custom tools "just" to have the animations looks great and work in all situations (eg. tall char with a short one or vice versa, fat and thin chars too and a lot of other situations) is astounding.
So yes, wrestling and most close contact sports are DEFINITELY not projects to pick up at the start. Pick something simpler like bowling, Slateboard.
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Oh, this most definitely isn't an attempt at starting with pro wrestling. I'm merely working to obtain knowledge for the future.
It's something I've decided long ago. I'd either join a development team that was working on a game (seems THQ is the only game in town), or put forth the effort of making my own.