For rigs that act differently in viewport vs render, first thing I’d check would be to see if there are any dependency loops. Look for “dependency cycle” warnings in a console view (window->toggle system console). If there are any, fix them.
Change the armature IK solver from ITASC to standard. (In properties/object data/inverse kinematics.) I haven’t tested, but I think that will fix it. (It’s acting twitchy even in viewport, although more subtly.)
You probably want the subsurf to run after the armature modifier, not before.
I will try this out immediately and return here with results.
I assumed the modifier order didn’t matter, since I tried to see how things worked in the viewport with subsurf modifiers in effect and it still wasn’t jumpy at all
I’m not familiar with ITASC solver. It’s not the default. I believe it uses the last frame to determine the closest match for the next frame’s IK angles, which means that how it acts depends on what the first frame of the animation is-- ie, rendering from frame 1 isn’t the same thing as jumping to frame 1300 and seeing what it does.
But I’m not perfectly familiar with it, that’s just my impression, and it’s been a long time since I played with it.
I can’t imagine why I had that option turned on then,…
Thank you for your help @bandages!! You’ve saved me a LOT more headache than you could possibly know. Do you have some online profiles on youtube or twitter or somethin?