Whew, yeah, you got problems:
Good news is it’s not the problem ridix thinks it is. ridix thinks it’s z-buffer fighting and watching your video, that’s what I would think it is too. Once I got the pose in that pic, I knew something else was going on. But before I get into your problem, lemme explain z-buffer fighting, cause I think you’re gonna have problems with that sooner or later.
Z-buffer fighting is a term to explain what happens when 2 planes, or faces, occupy the same space. For example, if you started blender and duplicated the default cube and didn’t move it, it would sit in the same space as the original. The default cube has 6 faces, the new cub has 6 faces. Each face of the default cube has a matching face on the second cube and they are exactly on-top of each other. So when the renderer renders the image, it doesn’t know if it should render the face on the 1st cube, or the exact same face of the 2nd cube. End result is blotchy renders with black spots, much like your video shows. I only mention this because looking at the fingers, I think they may have that problem at some point in time.
Anyhow, the bad news is I’m thinking its how it’s rigged. You have a few separate armature objects in there and I’m thinking that’s where the problem is. Each finger is an armature object, and these objects are children of the arm mesh, which is controlled by your main armature. Don’t do this, it’s too much hierarchy. The armature controls a mesh, the mesh has children, which are armatures, which control other meshes. Build 1 armature for everything and avoid all those parent/child relationships. If you’ve rigged it this way so you can control what bones you see on screen, then this was the wrong way to do it. Learn to use blender’s layers. In the main 3d view, there are layer buttons when in object mode in the 3d view, 2 blocks of 10 cubes, one should have an orange dot. In object mode, select the main armature, then do a M-key and a sub panel should open showing you those 2 blocks of 10 cubes, one cube should be dark, click on the one below it. You’ve now moved the armature object to a new object layer.
Click on an object layer in the 3d view header to turn it off or on, shift works here as well to select multiple layers. Now with your armature on a new layer, you can view the armature only, or the mesh only, or both by turning off and on layers. Just like object layers, armatures have their own layers, access them in the armature properties panel. Move bones to new layers while in edit mode via the m-key. This allows you to separate out bones to different levels, main bones on one layer, finger bones on another layer.
You might be able to fix this by selecting all the armatures, but the main one, then select the main one an ctrl-J to join the objects into the main armature.
Randy