Tell me how to fix the animation retargeting problem.
Hello! After retargeting animations from the Advanced Locomotion V4 asset in Unreal Engine 5.3.2, I encountered problems with dynamic animations. The character performs an unwanted lift with Mantle and a turn with Rotate.
For the accuracy of the animations, I retargeted all the bones that may match in the characters. All animations work correctly.
In the first video you can see that in the ik retarger panel the characters move the same way, without any defects.
But as soon as I do a retarget, the animation as a whole remains normal, but it rotates, although the original does not rotate.
For personal education, I spent two days studying what I was missing, because the problem may be on the surface, but to my regret I did not see anyone discussing a similar problem.
PS. Translated by translator
Suddenly one day I discovered the answer. In a random video about the intricacies of animation, I noticed that a person’s root bone has Chain. I thought about it and decided to repeat it. Suddenly all my problems disappeared and the animation correctly followed the angles and height of the original animation.
2 days of searching for a problem anywhere, but not where it is needed -_-
I also want to note that the problem of character height needs to be solved in a different way. Although I was able to fix unwanted changes to the animation axis, it did not affect the (location) root. To correct the height, we need to select root in the ik retarget parameters and specify (Translation Mode - Globally Scaled). This parameter is best suited for character skeletons of different sizes, since if we apply (absolute) our model may become deformed.

If you have problems with the skeleton or animations, take a logical approach to solving the problem. I advise you to start looking for the problem from the very beginning, since your settings may be incorrectly configured and all further results may mislead you. As I said, I spent 2 days looking for a problem in BP Character, Anim BP Character in the bones, in the animations themselves, but it turns out that I made a mistake at the very beginning.