I haven't done the following myself but you could try importing your character as a .dae file to iPi DMC and then retarget the mocap data to that rig from within iPi DMC. You can then export the result as a .dae and import it to Maya.
Other options:
You can use
Animeepleto retarget to a custom rig via imported .dae or .fbx, and then you can export the character and rig as .fbx or .dae. Be advised that for .fbx export you need to buy a plug-in. By the way, here is what I do when using Animeeple:
1. I import a custom rig and mesh from Lightwave to Animeeple via .fbx. I drop the rig into a scene.
I import an iPi DMC .bvh into the same Animeeple scene. I drop this motion onto the custom rig. The custom rig adopts the motion. While here, I open the animation tab and tweak the 'foot planting' options if necessary. (With my current characters, I have to disable this feature because of their extreme proportions.) I export the result as a new .fbx.
2. Next, I bring the 'iPi-2-Animeeple' .fbx into Lightwave and batch export the motions from the joints in the rig using a script called Multimotion, and then use Multimotion to load the motions to the joints in my custom rig with additional controls and proper weighting.
There are a few 'workaround' details I left out to keep this example simple but that's the basic workflow.
In theory, you should be able to simply import the .fbx or .dae and just go, but this depends on your animation program and how well it reads these formats. I imagine Maya should be able to do this well being an Autodesk product.
And then there is the 'pro' approach, which would be to use Motion Builder to retarget the data to a custom rig and mesh. The data can be then be exported as FBX to your animation program.
Hope this helps.
G.
Edit: I've rewritten part of my 'workflow' desrciption above for clarity.