Thank you. This was driving me crazy.
It turns out the source of my problem was I had a root bone in my source animation with no root motion, while the pelvis did have the root motion, just like in his video. This is because I’m using a Rokoko stock animation without a mesh, so I had dropped a static cube into it within Blender so I could export it to UE. The unmoving cube functioned as the root bone.
What I ended up doing was:
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in the target skeleton in its Translation Retargeting options, I set the root to “Animation” and the pelvis to “Animation Relative.” All other bones are set to “Animation.”
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In the retargeter’s Chain Mapping area, I set the root’s translation mode to “Globally Scaled” and the pelvis’s to “Absolute.”
I was then able to create the retargeted animation. I was interested to learn that if I reset the target skeleton’s Translation Retargeting modes back to the default “Skeleton” after all this that it broke the animation I previously exported from the retargeter. I thought animations were static assets once you create them, but apparently not.