That all looks really natural. To me doing IK (inverse kinematics) on so many joints would have been intimidating but I think I understand what it's doing. Is it essentially doing IK with the closest joint until it can't reach the point and then involving further and further joints?
well, it took about 4 days to get working. But its an automated process that bones and rigs itself. I'm using humanIK and quick rig: quick rig is not quick. But, now that i understand what is going on, it's much easier to animate with vs my old home made rig. Its a nice quality rig if you can get it going, but it almost doesnt want to play nice with maya's time editor (not to be confused with the time range self). The time editor allows you to use layers on your pos/rot for the CTRL's. So you can make a jog animation, then select your head, put it to an additive layer, and add in head sway/bob. BUT, like i said, it really doesnt want to play nice with it so you really have to be precise in what you are selecting and keying. I should also be able to import mocap from Mixamo, but i haven't figured out that part yet. Further, as this is human IK, in unity i can mirror animations so my strafe left can be mirrored for a strafe right and so on.
Is it essentially doing IK with the closest joint until it can't reach the point and then involving further and further joints?