This paper addresses the problem of human motion encoding for real-time animation in interactive environments. Classically, a motion is stored as a sequence of body postures encoded as a set of joint rotations (quaternions, Euler-like angles or rotation matrices). As a consequence, Cartesian constraints must be solved using inverse kinematics and/or optimization. Those processes involve computation costs that do not allow real-time animation of several characters in interactive environments. To solve such a problem with a minimum computation time, we designed a motion representation independent from the morphology and containing the constraints intrinsically linked to the motion such as feet contacts with the ground. With such a description, a unique motion can be shared by several characters with different morphologies and in different environments. We also adapted a Cyclic Coordinate Descent algorithm that takes advantages of this representation in order to rapidly deal with complex...