UE5 Animation Retargeting to Smaller Skeleton Global Scale Pelvis Issue

Hey guys, so I’m trying to retarget my animations to a metahuman character.
The animations were exported from mixamo and converted to Unreal format using the Mannequin skeleton. Everything is alright with the animations when I use the Xbot from mixamo converted to Mannequin Skeleton.

But when I try to retarget to this metahuman character, that has a complete different skeleton and (the thing that I’m thinking is the issue) is smaller (like a child), this happens.

First an image of the pose editor, the root are at the same height, everything ok:

Now an animation playing:

Notice in the configuration that I’m telling the root to be GloballyScaled, to have root motion translated to the retargeted animation:

I’ve tried to make IKGoals to fix that, tried to fix the height positioning.
But nothing works.
I’m almost sure that the issue is the global scale because when we do that, as I understand, the pelvis position is scaled from the source to the target, that has a smaller skeleton, and that causes the issue.

What I’m asking is for a way to make the retargeting apply the global scale without losing the skeleton scale?

An information is that I joined the root and pelvis in an unique chain to test, but tried to do the same with separated chains and no difference.

Have you ever checked the new Content Examples project? There are two extreme examples in terms of body proportions, binding pose, and bone hierarchy that might be worth checking out.

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