So, I added some bones and some more edge loops (CTRL+R) to get you going in the right direction:
Modded blend file:Char_finished.blend (899 KB)
Always look at your own body when you are doing biped animations, you legs do crease at the hip and knee when you bend them up, say to 80 odd degrees, to sit down for example, so Art should imitate Reality.
You need to look at those things I suggested in my PM as well. The distribution and connection of “Deformation” bones is critical to good animation. Bones can be “structural” to move the character and/or “deformation” to deform the mesh, as you will see from the Rigify Armature. The density of vertices in critical deformation areas is vital, not too many, not too few, or you don’t get good deformation. Also note the Armature Mod is ABOVE the Sub-Surf, also check the Sub-Surf Optimal Display checkbox - makes life easier…
The blend file is not to be considered as the final solution, just a pointer in the right direction.
You have quite a good walk cycle in there, I liked that! I was also pleased to see the Root bone - you called it “Control” on the floor between the feet, with your major bone (Lower Spine - you called it “Torso”) and IK targets parented to it - well done! So often that is my first criticism of a rig of any kind.:yes:
PS. Search out Nathan Vegdahl’s “Humane Rigging” tutorials - they are a great help in this field.