I'm currently rendering 25 seconds of animation to send to SIGGRAPH. It should be done tomorrow, but until then, here's the OpenGL non-meshed version, and a still from the final...Rendered still
Timing is bad in the video on some of the actions, obviously, but I've yet to tweak things like optimizing length of NLA strips. Just popping them in, at the moment. What I'll really have to do is to generate a bunch of characters' actions, analyze and correct them by hand, then figure out how what I've done translates into Python.
The great thing about this, though, is that once you've used the BP tools that are already available to you (moving them around the terrain, etc.), getting to this point from there boils down to executing a "Go" kind of script that marries meshes, makes the armatures walk and fills in the character animation.
Also, everything remains changeable until you bake it. Two people use the same "death" action too close together on camera? Just select the "death" NLA strip, and substitute it with one of the different "death" actions. Or, offset it a little bit in time. Or, if you have someone you want super-detailed control over, you can remove their NLA and build the animation by hand, right beside all the autogenerated stuff.