Been working on a project with pretty stylized characters. Not full cartoon, but definitely not realistic bipeds. Long torsos, short legs, slightly elongated arms. When I got mocap data back from a Rokoko session (actor in standard T-pose, normal human proportions), retargeting it in MotionBuilder went about as well as you'd expect.
The structural mapping isn't really the problem. HIK handles basic bone mapping fine even when proportions are off. The problem is what happens to the feel of the motion after retargeting. The actor's weight shifts, momentum, and center-of-gravity read completely differently on a character with a mismatched CoM. A heavy step forward that looks grounded on the actor ends up looking floaty or rushed on a short-legged character. Contact timing is wrong. The whole physical logic of the performance gets scrambled.
What I've tried so far:
- MotionBuilder's HIK with proportional retargeting enabled — helps somewhat, still needs heavy manual cleanup afterward
- Retargeting in Unreal's IK Rig system — more control over the mapping, but iteration is slow and fiddly
- Using mocap as reference only and hand-keying on top — honestly sometimes this is just the right answer and I hate that
Quadruped or creature rigs are even messier. At some point it stops feeling like you're using motion data and starts feeling like you're fighting it.
What are people here actually doing for non-standard rigs? Do you adjust the capture process — special actor performances, floor marks for proportion matching, constraints on the suit? Do you retarget and then layer corrections on top in a second pass? Or have you just accepted that mocap for stylized characters is really more "motion reference" than "motion data" and planned your pipeline accordingly?