Do you mean attach points (where to put objects relative to a model to make it look like they're holding or wearing it)?
no, that's just the "fixup" i mentioned that can be determined in the modeler. all it does is adjust an object-in-hand relative to the "weapon bone" for precise placement in an avatar's hand.
Games like the Sims uses a more data-driven approach to how the environment works. e.g., the floor or counters are actionable objects that include all the logic for wear things are placed or animated when used.
yes, the animations are similar, but the SIMs is highly programmable (data driven), so as you say, they store all the info in an object (such as the microwave).
what about more typical shooter type games? for example, in skyrim, they have things like the "use forge" and "use arcane enchanter" animations. but they don't have a lot of items you can interact with that way: smelter, forge, armor table, grinding wheel, tanning rack, arcane enchanter, potion mixing station (i forget the name) - that's just 7 objects in the whole game. maybe they just have 7 animations and pass them an avatar ID.
but i have 300 types of objects, and make, repair, and find are object specific. and there are 100 types of actions. make, repair, and find alone add up to about 900 animations (thank god for re-use! <g>). the learn action works with about 50 skills, so that's another 50 animations. so i'm figuring there will be 1000-1500 action animations total.
and each one will need a little "scene description" of all the info required to play the animation: which band member to draw, which animations and sfx's to play, what to draw in their hands, and what to draw around them and where.
which animation scene to play will be a function of the action, or action-object combo. that info will be stored in the actions or objects database. but the actual scene info (list of anis, sfxs, objects, locations). should be in its own shared resource pool (i would think)...
actually, they could all be parameter driven. you'd pass in:
band member (ie what avatar to use)
objects in hand
animations
avatar Y for each ani (height to draw avatar at for a given ani)
objects on ground.
and a single animation routine could draw it all.
but you'd still need to store the parameters somewhere. and that somewhere would be in the actions database for animations that depended only on the action, and the object types database for actions that depend on the object in question.
Now... what if two actions or action-object combos call for the same animations and objects? this may occur a lot in the game. do you have all the data for making something with leather while holding a stone knife in EVERY leather object ?
of course not - you add a third relational database to go with the actions and object types databases. it has the animation scene info, and the action and object type databases have pointers to the appropriate scene in the "animation scenes" database.
maybe this is something most games don't do. The SIMs has a lot of action animations, but it has that whole programmable data driven thing going on, so everything is contained in an object (such as a microwave).
perhaps another way to ask the question would be how are cut scenes typically handled in shooters? canned animations loaded on demand then thrown away? and then they get an army of artists to make every possible combo of anis, sfxs, and objects required? and they can do this because they have a high number of artists compared to the number of animations required? unless they had twice as many artists as animations, i would think they'd try to use code to get some reuse. so that would lead to a data driven animated scene description of some sort. and every event that triggered an animation would have the name of the scene description file to load and play. something like that?