# Export Maya Animation Data

I have a pretty simple character rig animation. How can I export the raw data of that animation?

I'm looking for some way to export a raw text array of data that tells exactly what every joint does on every frame. This means rotation, translation, etc.

EDIT: Thanks for the answers so far. We are looking for a way to get something like this: This would be one joint of a 14 frame animation.

 <joint>
<name> rightShoulder </name>
<xPos>12 14 16 18 19 20 21 24 26 28 32 34 36 38 </xPos>
<yPos>100 99 98 97 96 95 94 93 92 91 90 91 92 95 </yPos>
</joint>


We are also trying to keep the file lightweight. So we will be ONLY including this data, no meshes, cameras or anything else. I've been looking into .DAE but it seems pretty heavy.

Any suggestions? If nothing standard works, how would one go about writing their own Maya exporter? Does something like this seem possible?

• I don't off the top of my head what the API calls are for this, but you can certainly do it using MEL or Python. I've written scripts before to export data about the position of objects. – jhocking Jan 13 '12 at 15:37
• Thanks guys. While the below answer is a correct one, for this particular case we ended up exporting as an .FBX file, then importing into unity. We have more experience with Unity and from there it seemed easier to simply grab the X and Y location of each joint. – Dave Chenell Jan 17 '12 at 15:22