Animation Differences Between Preview and Game View

There are major differences between the displays of the same animation in my preview and game view.

  1. I click a humanoid animation (e.g. run cycle) and drag my character model from the hierarchy into the preview. This will show my character doing the run cycle correctly.

  2. I go into play mode and let the animation controller play the run cycle. The animation plays but is very imprecise. Foot spacing is different, the head bob is choppy.

I know about the struggles of correct humanoid retargeting with different avatars and the “muscle-based” setup. However there seems to be a way for the engine to play this animation ON my own character correctly (first setup in preview window)

I also understand that the animation is playing incorrectly, since my character model is missing a chest bone - which makes it even more interesting, how the preview can render the animation correctly.

I would like to know what the differences between the displays are and how I can reproduce the correct behaviour of the preview in my scene. Does the preview use retargeting or is the mesh somehow put on the rig that the animation was originally using?

IK and root motion is disabled.

An image to visualize one of the issues. Right side is the preview window.

Found the error. Strip bones was checked which led to major retargeting errors in the Scene View but did not affect the Preview Window.