Quick answer: Use a humanoid or mapped retargeting setup, match bone roles between rigs, and adjust the rig's pose and proportions so the animation maps correctly.

Retargeting distortion is a skeleton mismatch. A proper mapping fixes it. Here is how.

How to fix it

1. Use a mapped retargeting setup

Retarget through a humanoid avatar or an explicit bone mapping that defines which source bone drives which target bone. Retargeting between unmapped skeletons distorts because the engine cannot match bones.

2. Match bone roles and orientation

Ensure each bone's role (upper arm, thigh) and rest orientation are correctly mapped. Mismatched orientations twist limbs; wrong roles send motion to the wrong bone.

3. Adjust proportions

Different limb lengths cause floating feet or sunk hips after retargeting. Use the retargeting tools' proportion and pose adjustments (or foot IK) so the animation fits the target character's body.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.