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Animating virtual human-like characters has been a challenge in computer graphics for many years. Until now no single technique exists which addresses all of the arising problems. This paper presents a short overview of the methods and directions that were taken around the world to develop a solution to the subject. Following that, the paper concentrates on example-based algorithms and statistical analysis of the virtual character motion recorded using motion capture class devices or hand-made animations. The application of PCA technique on joint orientation correlations is introduced and two approaches to the crucial issue of quaternion linearization are compared with experimental results given for each of them. Then the summary of current state of research is provided and conclusions and future work possibilities are discussed.