Moving AnimationPlayers with bonetracks is actually broken in Godot. The animationtracks are all renamed wrong. Related issues seem to be open for months and years without fixing.
The new auto-rename of the retargeting tool tries to fix this if child structure is different between source and target, e.g. if your animationplayer path is "TopNode/Skeleton/SubNode:bone" and your target animationplayer has "Skeleton/SubNode:bone" it will automatically try to adjust all trackpaths.
Currently this only works on child nodes with a subnode paths but does not work properly when the AnimationPlayer is moved to a parent or sibling level or the root is changed compared to the default after the skeleton asset import.
Nodepaths for bones are relative to skeleton
Skeleton is relative to AnimationPlayer root
Root is relative to AnimationPlayer
Since all the returned Nodepaths could have plenty of added dots depending on parent and child position or resources a lot can go wrong and a lot of adjustments are required to make the renaming work more reliable.
Moving AnimationPlayers with bonetracks is actually broken in Godot. The animationtracks are all renamed wrong. Related issues seem to be open for months and years without fixing.
The new auto-rename of the retargeting tool tries to fix this if child structure is different between source and target, e.g. if your animationplayer path is "TopNode/Skeleton/SubNode:bone" and your target animationplayer has "Skeleton/SubNode:bone" it will automatically try to adjust all trackpaths.
Currently this only works on child nodes with a subnode paths but does not work properly when the AnimationPlayer is moved to a parent or sibling level or the root is changed compared to the default after the skeleton asset import.
Since all the returned Nodepaths could have plenty of added dots depending on parent and child position or resources a lot can go wrong and a lot of adjustments are required to make the renaming work more reliable.