Hi malbrecht,
Sorry, I should have specified that I was asking the community in general. I appreciate, however, your quick response

To restate and clarify…
I understand that Houdini does not do mocap cleanup and retargeting. Consequently, I am considering the following workflow:
1. Create a rigged character in Houdini (including controls, blendshapes, etc.)
2. Export the rigged character via FBX (includes skeleton, but not controls and blendshapes?)
3. Import into MotionBuilder/Modo to clean, retarget and bake mocap animation to character's skeleton.
4. Import the character with skeleton and animation back into Houdini.
5. Apply animation to fully rigged character in Houdini (the one with rig, controls, blendshapes, etc).
My difficulty has been with step #5. Houdini does not have a well understood way of applying the imported animation back onto the fully rigged character.
You have suggested a couple of approaches. In particular, I was interested in the reusable constraint approach. Before I went down that more sophisticated road, however, I wanted to continue looking for an already developed solution.
In my continuing quest, I stumbled onto the forum thread that I supplied in my previous post. It was in an SI Users forum and was quite old, from 2015. I decided to ask about using the Pose Library for imported animation here because there seems to be a lot of interest in the topic (based on the number of thread views thus far) and this thread is more current.
So my questions remain (slightly revised)…
Would the Pose Library be suitable for hybrid animation in Houdini? By “hybrid”, I mean imported animation that has been baked to the character's skeleton in MotionBuilder/Modo/Other with additional animation layers containing keyframed animation.
If so, could you explain how to import said animation into a Pose Library clip?