Maya API 2.0 plugin that maps a skeleton to OpenPose_full keypoints (BODY_25 or COCO body, 21+21 hand, 70 face) via an openposeCharacter node, with a live Viewport 2.0 draw override, an "OpenPose" viewport renderer plus openposeRenderSequence for PNG output, and a PySide2 mapping editor. Face can also be driven procedurally from ARKit's 52 blendshape weights instead of facial joints, for rigs with no facial skeleton. Includes VS Code debug configs and Maya test scenes/renders. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
OpenPose Renderer for Maya
Turns an animated Maya skeleton into OpenPose-style stick-figure images (up to 25 BODY_25 body/foot + 21+21 hand + 70 face = 137 keypoints), for use with ControlNet and similar tools. Built entirely on Maya's Python API 2.0. Targets Maya 2022-2024 (Python 3.9/3.10, PySide2 -- PySide6 also detected automatically if present).
Body output supports two OpenPose skeleton formats, selectable per character (see Body model below): BODY_25 (25 points, includes MidHip + feet) and COCO (18 points, no MidHip/feet, Neck connects directly to each hip -- OpenPose's original/legacy body model). Both use the exact same joint mapping; switching formats does not require remapping.
Install
- Copy (or symlink) this whole
PoseRendererfolder somewhere on disk. - Add its
plug-insfolder toMAYA_PLUG_IN_PATH, e.g. inMaya.env:(The plugin adds its ownMAYA_PLUG_IN_PATH = C:\path\to\PoseRenderer\plug-inspython/folder tosys.pathautomatically at load time -- you do not need to setPYTHONPATHyourself.) - In Maya: Windows > Settings/Preferences > Plug-in Manager, find
openposeRenderer.py, and check Loaded (and Auto load if desired).
Usage
1. Map a character
- Run
cmds.openposeCreateCharacter(name="myCharacter")(or use the mapping editor's Create Character button) to create oneopenposeCharacternode per person you want to output. Scenes with multipleopenposeCharacternodes render as multi-person OpenPose output. - Open the mapping editor:
cmds.openposeShowMappingEditor(). - Select the character node in the dropdown, select a joint in the viewport, click Set from Selected next to the OpenPose_full slot it corresponds to. Repeat for as many of the 137 slots as your rig has joints for -- unmapped slots simply render with zero confidence (no point/limb drawn), matching how OpenPose itself represents undetected keypoints. Face and hand slots are optional; body-only rigs work fine.
- Mappings are plain Maya connections (
joint.message -> openposeCharacter.targetJoint[i]), so they save with the scene and survive joint renames/reparenting.
2. Viewport preview
With an openposeCharacter node in the scene, a colored OpenPose-style
skeleton overlay is drawn live over the mapped joints in every viewport
(toggle per-character via the node's enableDisplay attribute; tune with
jointRadiusScale / limbThicknessScale). This is for QA of the mapping,
independent of rendering.
Body model (BODY_25 / COCO)
Each openposeCharacter node has a bodyModel enum attribute (BODY_25,
the default, or COCO), settable in the mapping editor's Body Model
dropdown or directly via cmds.setAttr("myCharacter.bodyModel", 1) (0 =
BODY_25, 1 = COCO). It controls both the live viewport overlay and the
rendered output for that character:
- BODY_25: all 25 body/foot points -- MidHip, hips/knees/ankles, eyes, ears, and the 6 foot points (heels + big/small toes).
- COCO: the original 18-point OpenPose body model -- no MidHip, no feet, and the neck connects directly to each hip instead of through a pelvis point. Slots you mapped for MidHip/feet are simply not drawn in this mode; nothing needs to be remapped to switch.
Hands and face are unaffected by this setting either way. Rendered from the
same mapped HumanIK-named test rig (test/openpose_humanik_test.ma):
| BODY_25 | COCO |
|---|---|
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Face source: facial joints, or ARKit 52 blendshapes
Most facial rigs have no joints at all -- they're driven entirely by
blendShape targets, often named per Apple's ARKit convention (from an
iPhone/TrueDepth mocap pipeline, Live Link Face, or a hand-keyed rig built
to match it). Each openposeCharacter has a faceSource enum (mapping
editor's Face Source dropdown, or cmds.setAttr("myCharacter.faceSource", 1); 0 = Joints, 1 = ARKitBlendshapes) controlling where its 70 face
keypoints come from:
- Joints (default): unchanged from above -- map
Face_*slots to facial joints if your rig has them. - ARKitBlendshapes: the 70 face keypoints are instead computed
procedurally from 52 connectable
blendshapeWeight[0..51]float slots (in Apple's canonicalARFaceAnchor.BlendShapeLocationorder/naming --eyeBlinkLeft,jawOpen,mouthSmileLeft, etc.). Select your blendShape node (or an ARKit-mocap-driven control) and click Auto-Connect ARKit Blendshapes from Selected in the mapping editor -- it connects every one of the 52 canonical names that exists as an attribute on the selected node. The resulting face is anchored at the character's mappedBody_Nosejoint and billboards to always face whichever camera is drawing (viewport or render camera), sized by thefaceScaleattribute (world units; default 15 -- tune to your scene's unit scale).
Accuracy caveat: there is no published, authoritative "which ARKit
weight moves which OpenPose landmark, by how much" table anywhere (unlike
BODY_25/COCO, which OpenPose's own source defines exactly). The neutral
face template and per-blendshape displacement rules in
face_blendshapes.py are a hand-authored, geometrically-reasoned
approximation -- each shape nudges only the anatomically obvious nearby
landmarks in an intuitive direction. It produces a recognizable, responsive
OpenPose-style face suitable for ControlNet conditioning, but is not a
biomechanically precise simulation. jawForward and tongueOut have no
representable effect on a frontal 2D landmark set and are no-ops.
Rendered from test/openpose_arkit_face_test.ma (a control node with all 52
ARKit-named attributes, auto-connected -- see that scene for the pattern):
| Neutral | jawOpen + smile + raised brows |
|---|---|
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3. Render OpenPose images
- Switch a viewport panel's Renderer menu to OpenPose to make it the active/selectable renderer for that panel (this is the Viewport 2.0 render override integration point).
- To actually generate the OpenPose PNG sequence, run:
Each frame is projected through the given camera at the scene's render resolution (
cmds.openposeRenderSequence( startFrame=1, endFrame=48, camera="renderCam", # optional; defaults to the active view's camera outputDirectory="C:/out/openpose", # optional; defaults to <workspace>/images/openpose showInRenderView=True, )defaultResolutionnode), rasterized as a black-background, OpenPose-colored image (limbs under joints, canonical BODY_25 palette, per-finger rainbow hand colors, white face dots), written to disk, and pushed into Maya's Render View so you can watch it render like any other renderer.
Debugging (VS Code)
.vscode/launch.json provides:
Maya: Attach (debugpy)-- attaches to a running, interactive Maya. One-time setup:"<Maya install>\bin\mayapy.exe" -m pip install debugpy. Each session, runscripts/start_debug_server.pyinside Maya's Script Editor first (see that file's docstring), then launch this config from VS Code to hit breakpoints anywhere inplug-ins/orpython/openpose_renderer/-- including the draw override and render override callbacks, which only run inside a real Maya viewport.mayapy 2022/2023/2024: Run current file-- runs the file you have open through that Maya version's ownmayapy.exeinterpreter (withpython/onPYTHONPATH), for headless scripts that callmaya.standalone.initialize()themselves. Useful for quick iteration onconstants.py/projector.py/rasterizer.pywithout opening Maya's UI.
Notes / known limitations
- Colors/connectivity: BODY_25 and COCO keypoint layout and limb
connectivity are taken verbatim from OpenPose's own
POSE_BODY_25_BODY_PART_PAIRS/ COCO section ofPOSE_BODY_PART_PAIRS(src/openpose/pose/poseParameters.cpp). BODY_25's colors are likewise verbatim fromPOSE_BODY_25_COLORS_RENDER_GPU. COCO limb colors, and all hand/face colors, are generated from an HSV hue wheel (rainbow per limb or finger, white face dots) reproducing OpenPose's own visual scheme rather than a hardcoded transcription of its longer, generated gradient tables. - Projection does not attempt to replicate Maya's film-gate/overscan/fit reconciliation pixel-for-pixel -- for correct results, set the render camera's film aspect ratio to match the scene's render resolution, as you would for any Maya render.
- The "OpenPose" Renderer-menu entry uses a standard scene/HUD/present
Viewport 2.0 operation chain (so switching to it always leaves the panel
usable); the actual OpenPose image generation happens via
openposeRenderSequence, not via GPU render-target pixel substitution inside the viewport override.



