Tag Properties
Drag and drop the source's Character Definition tag. This establishes which hierarchy contains the initial animation. For clarity, it is recommended you label each Character Definition tag, so you can identify them more easily.
Drag and drop the target's Character Definition tag. This establishes which hierarchy contains the recipient of the animation.
Use this command to return to the reference pose. This is useful if you need to add new components and objects, or need to edit the rest pose. Note that this command will return to the source's reference pose, not the target's (because the target is being driven by the source, it will follow the source's pose as long as the Motion Solver tag is active). If you need to return to the target's reference pose only, disable the Motion Solver tag, and use the Go to Reference Pose command found in the target's Character Definition tag.
Defines what type of object is evaluated to retarget motion from and to. Two modes are available.
Uses the Joints object fields used in the Character Definition tags. This is the main mode of retargeting evaluation, and the most flexible at the moment, since this is the only mode that allows for selective transfer of parameters and User Data transfer.
This is an alternative way to evaluate motion transfer. Its best use is to provide an alternate retargeting option, without losing the initial Joints objects setup. It allows to easily switch between the evaluation of motion capture data, or manual animation applied to the source object, for example.
This section is used to give information of what is being solved by the tag. It lists the number of body parts and objects matched between hierarchies. This is primarily used for troubleshooting, and gives you information at a quick glance when comparing Character Definition tags.

