Currently the retargeting requires that the two skeletons are similar in bone hierarchy while names can be different. Bone chains between source and target skeleton need to have the same number of bones, only additional leaf bones at the end of retargeted bones are allowed.
Complex skeletons, e.g. Genesis or Character Creation rigs, often have additional bones between the retargeted bones, e.g. twist bones for legs and arms, but if not both source and target rig share those bones the calculated bone transforms will always be wrong.
The retargeting process needs to make an additional pass and crawl through parent bones to find additional bones that could influence the transforms of the retarged bones.
Would partially solve issues like seen in #19 when retargeting from simple rigs to more complex rigs and vice versa.
Currently the retargeting requires that the two skeletons are similar in bone hierarchy while names can be different. Bone chains between source and target skeleton need to have the same number of bones, only additional leaf bones at the end of retargeted bones are allowed.
Complex skeletons, e.g. Genesis or Character Creation rigs, often have additional bones between the retargeted bones, e.g. twist bones for legs and arms, but if not both source and target rig share those bones the calculated bone transforms will always be wrong.
The retargeting process needs to make an additional pass and crawl through parent bones to find additional bones that could influence the transforms of the retarged bones.
Would partially solve issues like seen in #19 when retargeting from simple rigs to more complex rigs and vice versa.