A couple of thoughts first:
Now the balance movement is one where we will naturally twin, but twinning is such a no no thing in animation that you will often get knee jerk critiques "your twinning" so be aware, there are times when we do twin in life, but twinning looks a little boring so make sure you need it, don't get stuck to long in it, and try to be creative about getting into it and out of it.
A common thing I'm seeing is that the Center Of Gravity (COG) isn't getting pushed over far enough. If you are balancing on 1 foot, that foot is your support. If you imagine a line straight up from the support you'll need equal weight on either side of the line. So if the body is simmetrical, but the leg comes out of the side (look at a skeleton), then with only 1 foot down the pelvis will have to be symmetrical over that foot. In other words the leg will not be straight up and down, but fairly angled.
Heath:
I'm having problems downloading yours, I'm having to let it open in a browser window (after copying the link and pasting into the address bar) and then save the page.
A:Pretty good. The recovery is nice and the arms going up for balance is good. The Center of Gravity isn't quite over far enough, right now most of your weight is on the screen left side of the imaginary line. The body looks a little like you set 2 key frames and then set a new frame inbetween them, it would spice it up more to vary the tilt of the ribs and pelvis. The arms start twinning when he starts falling and landing. After landing the right foot slides back along the ground, pin it down. Great start so far.
B:Really solid start!! The main complaints are that it's a little floaty (like he's underwater) and it's pure twins. Timing in animation is like any other art, it has to be varied to be intersting, some fast parts some slow parts. Give him a little more time in the squished up antic, explode him into the leap, slow the leap down at the top(actually just leave it at it's current speed), speed it back up as it comes down (just like a bouncing ball) Hit the impact quick (try like 4 frames long) Leave him recovering a little longer before he moves. Mix it up with the arms and legs, 1 goes before the other, 1 goes at a somewhat different angle than the other, etc. Great start!
Cindy:
Looking really nice. Good use of hips and nice moving of the arms. His cog needs to be over the support before he can left the other leg, otherwise he will fall (right now his leg moves before his weight is ready). You did a very nice job of avoiding twinning while balancing the arms (except at the end where the straighten and then drop). The hips and torso are working very nicely together in the beginning but the hips stop moving while the torso keeps going and it looks less convincing. Could use more successive breaking of the joints in the arms, especially at the wrists. (Successive breaking of the joints is instead of unfolding all the joints at once which looks a little floaty, you unroll the joints, ie. start with the shoulder coming down all the way, then the elbow opens, then the wrist unfolds, then the fingers splay out.) When he puts his leg down I realize that his COG hasn't been over his support leg. This is a great start!
Steve:
Good movement of the ribs vs pelvis. And great work with the head. You can bend the elbows down a little more sometimes and they won't look quite so twinned (which they aren't really). Gotta get your CoG more over the line. The foot is slipping through the ground before it comes up because of spline interpolation in your chanels, change it to linear and it will go away.(make sense?)
David:
Excellent!! Well done. Great job making the whole body explosive at the kick. It even looks like maybe you put some shoulder animation in there, sign of a real animator. Only suggestion I would make is break the wrists some, right now the wrists stay constantly straight along the forearm, use them to add more follow through. (you can do the same with the fingers versus hands also if you want to go that far).
Special assignment for you: animate an attack. put 2 guys in a scene and have 1 land a punch or kick on the other (don't go to overboard on this, keep it a short excercise) (it might help to look at this page and the next from the
Dojo Project tutorials, and you might also read Keith Lango's tutorial on adding snap to animation)
Looking good so far everyone

-Alonso