glmExportMotionMapping

As of August 5th, 2025, Golaem will no longer provide direct support.

All support for Autodesk Golaem will now be handled exclusively through Autodesk support channels and this website will be deactivated.

Please bookmark the Autodesk Golaem Support section for any future support needs related to Autodesk Golaem packages.

glmExportMotionMapping command provides a way to export a motion mapping like the Character Maker does automatically.

glmExportMotionMapping [-outputFile string] [-characterFile string] [-refAnimation string] [-replayRoot] [-replaySpine] [-channelCount int] [-nbGenericBones int] [-genericBoneIndices string] [-fatherSpineGenericBoneIndex int] [-animationReplayChannel int] [-effectorMappingCount int] [-effectorMappingIdx string] [-limbAuxiliaryReplayMode int] [-limbAuxiliaryAdditionalIkNormalOffset float] [-limbExtensionReplayMode int] [-limbExtensionAdditionalIkNormalOffset float] [-effectorAuxiliaryReplayMode int] [-effectorExtensionReplayMode int]  [-autoMapBlendShapeByName]  [-autoMapBlindDataById] [-blindDataGroupMapping int] [-blindDataMapping int]

Flags

Long name (short name) Argument types Properties Description
-outputFile (-of) string   defines the output file (*.gmm or *.xml)
-characterFile (-chf) string   for an automatic mapping, defines the character File containing the Golaem Skeleton
-refAnimation (-ref) string   for an automatic mapping, defines the reference Animation
-replayRoot (-rr)     specifies if the Motion will be played on the bone mapped to the Pelvis
-replaySpine (-rs)     specifies if the Motion will be played on the bone mapped to the Spine nodes
-channelCount (-cc) int   specifies the count of channel created
-nbGenericBones (-ngb) int multi-use for one channel, specifies the count of generic bones
-genericBoneIndices (-gbi) string multi-use for one channel, specifies the indices of generic bones
-fatherSpineGenericBoneIndex (-fsi) int multi-use for one channel, specifies the index of the father spine generic bone
-animationReplayChannel (-arc) int multi-use for one channel, specifies the animation replay channel
-effectorMappingCount (-emc) int multi-use for one channel, specifies the count of mapped effector
-effectorMappingIdx (-emi) string multi-use for one channel, specifies the indices of mapped effector
-limbAuxiliaryReplayMode (-lam) int multi-use for one channel, specifies the limb auxiliary replay mode (0: Absolute, 1: Relative)
-limbAuxiliaryAdditionalIkNormalOffset (-lao) float multi-use for one channel, specifies the additional IK offset applied on the limb auxiliary
-limbExtensionReplayMode (-lem) int multi-use for one channel, specifies the limb extension replay mode (0: Absolute, 1: Relative)
-limbExtensionAdditionalIkNormalOffset (-leo) float multi-use for one channel, specifies the additional IK offset applied on the limb extension
-effectorAuxiliaryReplayMode (-eam) int multi-use for one channel, specifies the effector auxiliary replay mode (0: Absolute, 1: Relative)
-effectorExtensionReplayMode (-eem) int multi-use for one channel, specifies the effector extension replay mode (0: Absolute, 1: Relative)
-autoMapBlindDataByName (-amn)     for an automatic mapping, auto map the Blind Data or Blend Shape by name
-autoMapBlindDataById (-ami)     for an automatic mapping, auto map the Blind Data or Blend Shape by id
-blindDataMapping (-bdm) int multi-use for a specific mapping, specifies the blend shape group mapping

MEL Examples

// export automatically a motion mapping based on a characterFile and a reference animation
glmExportMotionMapping -outputFile "myMapping.gmm" -characterFile "mySkeletonFile.gcha" -refAnimation "myMotion.gmo" -replayRoot -replaySpine -autoMapBlindDataByName;
 
 
// export a motion mapping with 2 channels
glmExportMotionMapping -outputFile "myMapping.gmm" -replayRoot -replaySpine -channelCount 2 -nbGenericBones 2 -genericBoneIndices "2;3;" -fatherSpineGenericBoneIndex 1 -animationReplayChannel 4 -effectorMappingCount 0 -effectorMappingIdx "" -limbAuxiliaryReplayMode 1 -limbAuxiliaryAdditionalIkNormalOffset 0 -limbExtensionReplayMode 0 -limbExtensionAdditionalIkNormalOffset 0 -effectorAuxiliaryReplayMode 1 -effectorExtensionReplayMode 0 -nbGenericBones 12 -genericBoneIndices "4;5;22;23;24;25;26;27;28;29;30;31;" -fatherSpineGenericBoneIndex 1 -animationReplayChannel 2 -effectorMappingCount 5 -effectorMappingIdx "1;2;4;3;0;" -limbAuxiliaryReplayMode 1 -limbAuxiliaryAdditionalIkNormalOffset 0 -limbExtensionReplayMode 0 -limbExtensionAdditionalIkNormalOffset 0 -effectorAuxiliaryReplayMode 1 -effectorExtensionReplayMode 0;

Python Examples

import maya.cmds as cmds
# export automatically a motion mapping based on a characterFile and a reference animation
cmds.glmExportMotionMapping(outputFile="myMapping.gmm", characterFile="mySkeletonFile.gcha", refAnimation="myMotion.gmo", replayRoot=True, replaySpine=True, autoMapBlindDataByName)