I was working to optimize some ragdoll animations of a game project. My task was to create some procedural humanoid animations in Blender and implement them to a custom ragdoll system in Unity. After making some progress, I have decided to try this on Blender 's human rig and a fan art model which I made a few months ago.
He is Kael'thas Sunstrider from World of Warcraft. His armors are a mashup of Heroes of the Storm version and WoW - Burning Crusade version. I tried to achieve a feeling close to Warcraft's style. The cloaks animation is done by cloth simulation. (not counts as procedural XD)
The result is nothing fancy but I really enjoyed this approach and just wanted to share.
Final animation, color corrected.
This is how Blender's built-in functions work. I defined a sin/cos wave for each axis I wanted to manipulate. For this one, I only needed circular movement but it's also possible to multiply x/y with some noise etc.