Great writeup. The retargeting part is spot on — rest pose conversion is what everyone skips. One more trap on the CMU route: BVH files define their own euler rotation order per joint and the Blender importer does not always match the order the clip was authored with, so wrists and feet can end up subtly wrong even when the hips look fine. If a pose reads almost right but the hands are off, check euler order before touching offsets.
Also on root motion: the running sum is the same idea as engine root motion. Worth adding that consecutive clips with different hip heights (land to idle, crouch to stand) need the Y offset interpolated across the blend as well, otherwise the character floats or sinks for a few frames while the XZ path snaps correctly.
Great writeup. The retargeting part is spot on — rest pose conversion is what everyone skips. One more trap on the CMU route: BVH files define their own euler rotation order per joint and the Blender importer does not always match the order the clip was authored with, so wrists and feet can end up subtly wrong even when the hips look fine. If a pose reads almost right but the hands are off, check euler order before touching offsets.
Also on root motion: the running sum is the same idea as engine root motion. Worth adding that consecutive clips with different hip heights (land to idle, crouch to stand) need the Y offset interpolated across the blend as well, otherwise the character floats or sinks for a few frames while the XZ path snaps correctly.
Thanks, yeah that is happening for me as of now. Thanks for the input, let me check that.