Retargeted animation deforms mesh

Hi Guys,

Learned how to retarget skeletons for animations. I downloaded Mocaps pedestrian convos pack and the model I’m using for it is one generated through ManuelBastioniLAB in Blender. For the most part, both skeletons are the same minus the IK bones in the generated model. Mocap is using UE4’s Mannequin, as do most animation producers.

After retargeting the skeletons and configured them both to have the same T-pose, I noticed that when I played the animation on my model, the start frame on the animation pulls the characters feet through the floor, twists the ankles a little funny, gives him a fitness freaks thigh gap, bends the fingers funny and does something weird with the clavicles, but the animation plays nonetheless.

The only way I could temporarily correct it is when its playing in Persona and I just grab all the bones and try to put them where they should be naturally while the animation is playing, but this configuration doesn’t remain after I close Persona.

What is causing this and what is the best way / workflow for me to correct it?

Changing the majority of bones to skeleton retargeting seems to have corrected it. Also the skeletons themselves differ in proportions, some bones are longer than others, I had to go deeper in to the retargeting pose to make sure not only the pose matched, but the bones are also more or less the same length inside persona.