Maya:
Trax Editor
In Maya open Trax Editor by going to Window -> Animation
Editors
-> Trax Editor.
Select all the joints (no IKs!) of a skeleton in Hypergraph or Outliner or
in any method
you like.
In Trax Editor go to Create -> Create
Character
Set.
Click on the stick figure icon
to
load the character set you just created.
Open Crete Clip
Options window by select the square box next Create
-> Animation Clip. Turn off Leave keys in timeline (an option for Keys), and select Put
clip
in Visor
only as the option for Clip and Selected the option for Time Range. Make sure all the skeleton
joints
are
still
selected. Use shift-click to select all the keys
for
motion
capture
animation that you want in Timeline.
Click on Apply in Create Clip Options window.
In Trax Editor, go to File
-> Visor... In Visor window,
select Character
Clips tab. You should see one animation clip.
If you play back animation now,
your character should stay still.
With middle mouse button pressed down, drag the animation clip from Visor onto
the character track (which is the blue bar in the screen capture below) in Trax.

If you play back animation now, you should see your character playing the captured
motion.
Drag the animation clip from Visor onto the character track
in Trax again and put the two clips side by side. (See the screen
capture below.)

If you play back animation now, your character should repeat the same motion twice. There is most likely a noticeable jump between the two clips.
Drag the second clip towards the first one so that the two clips overlap. A new track should show up below the first one. (See the screen capture below.)

With
the Shift key down, select the two clips and click
on the blend icon. ![]()
If you play back the animation now, the jump between two clips should be
gone, although the transition may not look right.
For two motion clips
to be blended seamlessly, in a certain number of frames of the clips the
character must have similar spine shapes and have
its weight on the same foot. Normally
the shorter the duration of the clips used for blending, the better
result you will get. So, you probably need to trim the clips by
using Trim Before
and Trim
After
to
create better blending.
If your character slides in the blending, click the second clip with
the right mouse button down, and select Attribute editor... from
the pop-up window. Open Channel
Offset tab,
and select Relative for translate X, Y, and Z of
the root joint.
You can blend any number of motion clips and also split,
merge, trim, cut, copy, and paste motions in Trax.