Why does my custom character move less than Manny when retargeting?

I’m trying to retarget animations from the UE Mannequin to my own character, which is a fairly simple model.
In my first attempt, I created a completely custom rig and set up the chain mapping, but the animation didn’t transfer correctly.
Then I used Manny’s skeleton, removed the finger bones, and adjusted the remaining bones to fit my character. This time it worked much better overall.

However, when I disable “Run IK Rig” in the OP Stack, the animation looks much cleaner.
Also, my character doesn’t move the same distance as Manny. Manny covers much more ground during the animation.
I suspect the issue might be related to the IK bone positions or the root/pelvis chain setup.

Has anyone experienced a similar issue or found a solution for this?

Looks like a root motion problem where your pelvis of the source or the target pelvis bone.

Do you know how can i solve it?

Hello there!

I agree, this looks like a root/pelvis misalignment. When you are implementing the auto rig, you should get a prompt like the one below, regarding the height difference between your models, so please make sure the offset is applied, or modify the bones to have the same height.

chrome_QUMFqpD1Lf

Since running without “Run IK Rig” improves the animation, but makes the character movement not cover the same distance, that means IK is most like working in the first place, but since the root/pelvis is not properly setup, the animation plays wrong. Make sure the alignment is correct, then test setting translation mode to Absolute, which should help with the incorrect distance move.

There are other methods to test for scenarios like this. Checking around the community, there’s a video guide covering usual problems with retargeting, as well as a similar thread with further solutions. Also, it always helps to revisit UE’s docs on the subject matter.