In addition I watched a ton of tutorials as I attempted to use PS3 Eyes before I went to Kinects. There will be some warnings about missing channels for face bones but you can safely ignore them. Now you can import your animation into Source Filmmaker. You may also want to uncheck "Export T-pose in first frame" option on the "Export" tab in iPi Mocap Studio. To export animation in DMX, you should just use "General." export menu item in iPi Mocap Studio and choose DMX from the list of supported formats. Skeleton should be enough for motion transfer. Current version of iPi Mocap Studio cannot display character skin, but it should display the skeleton. Then you can import your model DMX into iPi Mocap Studio. (Please see Valve documentation on how to do this). If you created a custom character in Maya, you should be able to export it in DMX model format.
For example, SMD files for all Team Fortress 2 characters can be found in your SDK in a location similar to the following (you need to have Source SDK installed): C:\Program Files (x86)\Steam\steamapps\\sourcesdk_content\tf\modelsrc\player\pyro\parts\smd\pyro_model.smd). Alternatively, you can just import an SMD file with your character into iPi Mocap Studio.There is a checkbox named Ascii in the top area of the export dialog. export animation for your model, in ASCII DMX format.click "+" -> "Create Animation Set for New Model".
To create an animation DMX with default pose, you can add your character to your scene in Source Filmmaker and export DMX for corresponding animation node: Since it has a skeleton, it should be enough for motion transfer.