I had to do something recently where I wanted 3D stroke but in true 3D as well. So I recreated it in Maya.
3D stroke is basically a bunch of white circles along a path at a specific density. Then you have settings for the size of those circles (stroke width). Feather equals how soft the outside of the circles are.
What gives the illusion that the lines have thickness in 3D space is that each one of those circles auto-orients to camera all the time.
That’s it in a nutshell.
So in Maya:
Create a curve which will be your path (in true 3D of course).
Create a particle emiiter. Attch the emmiter to the path. So that it emits along the path. Set the emmision speed to zero so that it seeds the path with a bunch of evenly spaced particles that don’t fly away. Now in PS or AE create a square comp. In it create a white circle. The black should be transparent.
Save as a still farme (Maya likes targa files for sprites) with the alpha channel as well. In Maya for the particle type choose sprite. For the sprite image choose the file you made with the white circle. Sprites in Maya always auto orient to camera automatically.
Now you will have 3D stroke replicated in Maya. If you want it to taper then apply a ramp to sprite scale. If you want it softer then on the file input node select gauss as the filter and set it to your liking.
And of course Maya being the insanely modifiable beast that it is, you can not only replicate every other thing 3D stroke does, but do a lot more. Good luck.
Chris Smith
https://www.sugarfilmproduction.com