Another day, another learning moment. Here’s animation retargeting in Godot. #GameDev
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So, the reason this happened: the Root bone used in two different character models are located in different places. Retargeting got confused.
My character’s root bone is in his pelvis. The same thing for the animation source is between the feet. The difference causes the stretch.
From the waist up, everything works. Once we get to that bone mismatch, retargeting breaks, so my guy’s legs don’t work at all.
The solution here is to do a different kind of retargeting in Blender, to build an animation library that’s specifically compatible with MakeHuman models.