Read both profiles
Identify the mapped target skeleton and the mocap hierarchy without relying on selection or fragile joint names alone.
A profile-driven Maya workflow for fitting mocap motion to a clean target skeleton and reviewing the transferred result before the final bake.
Problem → solution
Different joint counts, proportions and bind directions make mocap transfer difficult to judge and slow to rebuild by hand. Retarget Tool uses known source and target profiles to fit the two skeletons and create a live, reversible preview.
Identify the mapped target skeleton and the mocap hierarchy without relying on selection or fragile joint names alone.
Fit spine, neck, clavicles, arms and legs through temporary helpers while keeping the target joint lengths unchanged.
Drive the target as a live retarget preview, inspect the motion, then use the established animation workflow for the final manual bake.
Target roles come from the recognised character profile while mocap roles are stored independently, so different skeleton layouts can share one retarget workflow.
The retarget system is built from temporary helpers and constraints. The source scene is not saved, and one Maya Undo removes the complete preview.