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 animationglmExportMotionMapping -outputFile "myMapping.gmm" -characterFile "mySkeletonFile.gcha" -refAnimation "myMotion.gmo" -replayRoot -replaySpine -autoMapBlindDataByName;// export a motion mapping with 2 channelsglmExportMotionMapping -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 animationcmds.glmExportMotionMapping(outputFile="myMapping.gmm", characterFile="mySkeletonFile.gcha", refAnimation="myMotion.gmo", replayRoot=True, replaySpine=True, autoMapBlindDataByName)