π Not specifically Lara's assets. I mean the animation overall feels rigid. The body seems to move almost as one solid piece.
1. Secondary motion/jiggle.
Secondary motion is movement that follows the primary movement rather than being driven directly by the animator's main pose. It can include loose hair, clothing, and softer body masses reacting slightly after the torso moves.
Right now, the figure's major forms look almost as though they're rigidly attached to the skeleton. If the torso shifts, everything appears to arrive at its new position simultaneously.
2. Follow-through and overlapping action
Different parts shouldn't necessarily move or reach their final positions at the same time. The main body can lead, while other parts lag slightly behind and then settle. This helps prevent the movement from looking robotic and gives it more weight and fluidity.
3. Slight deformation rather than rigid translation.
The forms shouldn't merely move; they should undergo very small changes in shape as forces act on them. That's the more realistic application of squash and stretch. It doesn't have to be cartoonish; the principle is specifically useful for communicating flexibility, mass, and material properties.
I hope this makes more sense than my earlier vague description.π
Also, sorryπ for making this feel like an essay; I can't put what I'm trying to describe into one word that makes sense.π