To use HIK retargeting of Move One animation data to Maya, please follow these steps:
1. Import your .fbx with the rig. Here, we use a UE4 Mannequin rig as an example
2. Create HIK Character definition (Character1) and map all bones. Make sure your rig is set to T-pose. Otherwise, it will not work correctly. See create_hik_for_your_rig.mp4
3. Import MoveOne .fbx animation to the same Maya scene (See the second video, moveone_to_your_rig_with_hik.mp4)
4. Go to -1 frame where MoveOne .fbx is set to T-pose
5. Deselect HIK Character (Set it to None)
6. Create a new Character Definition (Character2)
7. Select MoveOne's `_1:Hips` bone
8. Load Skeleton Definition (provided moveai_hik_template.xml)
9. Lock Skeleton Definition
10. Select Character1 (UE4 mannequin's character definition in this case)
11. Change Source from None to Character2 (MoveOne character definition)
12. Enjoy your retargeted animation!
Resources:
moveai_hik_template.xml
create_hik_for_your_rig:
moveone_to_your_rig_with_hik: