This is sort of a programming/graphic design question, because depending on how it's implemented it might be either or both, so I hope this is the right spot to post it.
Anyway, I was wondering how to make parameterized models. By that I mean, like the facial structure of the main character of Dragon Age Origins, for example, how it can all be customized by setting variables that control the size and shape of different parts.
Also, how could I apply this to a model that can be animated? I'd like it with per-vertex animation, so that the character can have animations for talking, etc. But I'd also like to use bones, which is probably easier, except then there's the potential problem that different parts may overlap (like an arm goes through a chest, because they're both stretched too big, or something).
Ideally, it would also be nice to make this all compatible with deformable meshes, such as from crashing or bending (like car crashes in racing games).
But my main concern is first parameterization, and then vertex animations overlaid on those same models.
So, any ideas? Thanks.