El problema era uno de estabilidad numérica. Aproximadamente 30 horas de trabajo en esto en el transcurso de 2 meses, solo para descubrir que lo estaba haciendo desde el principio. Cuando orto-normalicé las matrices de rotación antes de conectarlas al código de retarget, la solución simple de multiplicar fuente * inversa (objetivo) funcionó perfectamente. Por supuesto, hay mucho más para reorientar que eso (en particular, teniendo en cuenta las diferentes formas del esqueleto, es decir, el ancho de los hombros, etc.). Aquí está el código que estoy usando para el enfoque simple, ingenuo, si alguien tiene curiosidad:
public static SkeletalAnimation retarget(SkeletalAnimation animation, Skeleton target, string boneMapFilePath)
{
if(animation == null) throw new ArgumentNullException("animation");
if(target == null) throw new ArgumentNullException("target");
Skeleton source = animation.skeleton;
if(source == target) return animation;
int nSourceBones = source.count;
int nTargetBones = target.count;
int nFrames = animation.nFrames;
AnimationData[] sourceData = animation.data;
Matrix[] sourceTransforms = new Matrix[nSourceBones];
Matrix[] targetTransforms = new Matrix[nTargetBones];
AnimationData[] temp = new AnimationData[nSourceBones];
AnimationData[] targetData = new AnimationData[nTargetBones * nFrames];
// Get a map where map[iTargetBone] = iSourceBone or -1 if no such bone
int[] map = parseBoneMap(source, target, boneMapFilePath);
for(int iFrame = 0; iFrame < nFrames; iFrame++)
{
int sourceBase = iFrame * nSourceBones;
int targetBase = iFrame * nTargetBones;
// Copy the root translation and rotation directly over
AnimationData rootData = targetData[targetBase] = sourceData[sourceBase];
// Get the source pose for this frame
Array.Copy(sourceData, sourceBase, temp, 0, nSourceBones);
source.getAbsoluteTransforms(temp, sourceTransforms);
// Rotate target bones to face that direction
Matrix m;
AnimationData.toMatrix(ref rootData, out m);
Matrix.Multiply(ref m, ref target.relatives[0], out targetTransforms[0]);
for(int iTargetBone = 1; iTargetBone < nTargetBones; iTargetBone++)
{
int targetIndex = targetBase + iTargetBone;
int iTargetParent = target.hierarchy[iTargetBone];
int iSourceBone = map[iTargetBone];
if(iSourceBone <= 0)
{
targetData[targetIndex].rotation = Quaternion.Identity;
Matrix.Multiply(ref target.relatives[iTargetBone], ref targetTransforms[iTargetParent], out targetTransforms[iTargetBone]);
}
else
{
Matrix currentTransform, inverseCurrent, sourceTransform, final, m2;
Quaternion rot;
// Get the "current" transformation (transform that would be applied if rot is Quaternion.Identity)
Matrix.Multiply(ref target.relatives[iTargetBone], ref targetTransforms[iTargetParent], out currentTransform);
Math2.orthoNormalize(ref currentTransform);
Matrix.Invert(ref currentTransform, out inverseCurrent);
Math2.orthoNormalize(ref inverseCurrent);
// Get the final rotation
Math2.orthoNormalize(ref sourceTransforms[iSourceBone], out sourceTransform);
Matrix.Multiply(ref sourceTransform, ref inverseCurrent, out final);
Math2.orthoNormalize(ref final);
Quaternion.RotationMatrix(ref final, out rot);
// Calculate this bone's absolute position to use as next bone's parent
targetData[targetIndex].rotation = rot;
Matrix.RotationQuaternion(ref rot, out m);
Matrix.Multiply(ref m, ref target.relatives[iTargetBone], out m2);
Matrix.Multiply(ref m2, ref targetTransforms[iTargetParent], out targetTransforms[iTargetBone]);
}
}
}
return new SkeletalAnimation(target, targetData, animation.fps, nFrames);
}