This is a personal project where I experimented with animation in Unity.
My goal was to blend animation and physics together, it's procedural and dynamic.
The feet are bound to the pedals, using the animation rigging package and some code.
The weight of the IK constraints are dependent on lean angle, and the feet can position themselves on the ground if necessary (with raycasting).
I wanted the body to react to bumps, so I shift the local position on the Y axis depending on if the bike is grounded.
The hands are also bound to the handles through IK constraints, the brake handles and fingers animate when braking the bicycle.
If either the bicycle or the body / head are going to collide over a certain speed the player turns into a ragdoll.
Forces are applied to the rigidbody limbs to make sure momentum is not lost.