Do you have any suggestions for dealing with mismatches in the t poses of the characterized rigs caused by differences in the bone hierarchy? For example, I have a rigged character with joined carpal bones for index and middle fingers, which has an angle on the y axis, but mocap data that has two different carpal bones for each finger at perfect 90 degree angles to the body. The retarget has some issues. Is the only way to fix this to eyeball the offset?
As far as i'm aware, if there are problems with the mocap, like jittering , then yes you would want to get rid of the bad keys in the base animation. However, the problems he is having are with the size and body shape differences with the rigs. If the mocap has good data then you mainly want to match and fix it with layers. Of course, it can a preference thing too, as long as you get the desired results.