From: Beau Paklena
what is the most complete animation program that is sl-compatible?
That depends on your definition of "complete". The most commonly used program for SL animations is Poser (or its free alternative, DAZ Studio). It's "complete" in the sense that it's a specialty application strictly for character animation, and it will produce the type of BVH files that SL requires right out of the box. It's however extremely "incomplete" in the sense that it can't do anything else, and its toolset and workflow are very dumbed down by professional standards.
In contrast, Maya, the program I use every day, is incredibly complete in that it's more acurately described as a full blown platform than a just a program. It can do just about anything. Did you see Lord of the Rings? All those creatures were done in Maya. So if that's what you mean by "complete", and you have US$6000 to spend, Maya is widely considered to be the most full-featured 3D application on the market. Be prepared to spend considerable time learning to use it. Orion Neville was kind enough to make a
free SL rig for it, which will save you from having to make your own.
There are also many resident created avatar animation programs, which you can find on this forum. Depending on what you mean by complete, any of them might suit your needs.
From: Beau Paklena
what i have in mind are complex animations i would like to design for second life, like sports or combat movements. how difficult/feasible is it to create true-to-life athletic motions for second life, say for instance, a tennis serve or a kung-fu flying kick that look as good as pete sampras or jet li?
Now you've stepped away from the question of tool choice, and into the realm of the skill of the user. For an animation to "look as good as sampras or jet li" requires the talents of a good animator. Whatever program is being used is almost completely irrelevant by comparison. If you're such an animator, you'll be able to pull it off. If not, you won't.
Just so you know, animations like the kind you're talking about are most often motion-captured. If you want to duplicate Jet Li's movements, the best way to do it is to put Jet in a mocap suit, and record his kung fu precisely. Then feed that data to a well-rigged model, and the model will move like Jet.
It can be done by hand, of course, but generally speaking, it takes a team of top-notch professional animators to get professional results. If you intend to hand-make animations on your own that are pro quality, be prepared to spend SERIOUS time at it. To give you an idea, pro animators working at places like Pixar are generally expected to produce about 10 seconds worth of quality animation in an 8-hour work day.
I don't mean to sound discouraging. Obviously, SL animators work relatively quickly, but you did imply you were interested in professional results. No doubt you've noticed that most SL animations don't look all that great. Now you know why.
If you think you can do it, go for it, but just be prepared for the fact that quality animation takes loads of time to produce, and there's simply no way around that. If you've got access to a motion capture suit and some good physical actors to wear it, you can save a lot of time, but working by hand well never ever be quick if you want the results to look real.