The great problem is to respect the hierarchy of objects and groups existing in maya and export this hierarchy to houdini.
Maya works all in objects space, i've reproduce the groups using subnets. My problem is how i can parent one subnet to another subnet contained in it, if i transform a subnet these transformations affects to the objects contained in the subnet, but not to the subnets contained in it., so the transformations can't be propagated along the tree of subnets …

Now i can reproduce the group hierarchy from maya to houdini using subnets, i create subnets into other subnets instead of parenting them in one level, so i can't propagate the transformations, but get a nicely organization of all the objects into several levels, the houdini's tree view seems like the maya's outliner, but there isn't parenting

I think that another way to do that is creating the tree of subnets in one level, and parenting properly recreating the tree of maya objects, the problem to this approach is that all the objects are created in one level so the organization is poor.
Any advices, thanks …



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