Maya rigged FBX's into Houdini

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Hello, I wonder if someone can help me understand what's best practice for using Maya rigged FBX's. Once imported, the bones show a hierarchical structure where the nulls are actually parented to each other, while the *real* bone nodes are children of the related nulls. In this condition, I found no way to even create an IK chain, because the procedure complains about the bones not being parented to each other. So question is… am I missing something or usually rig has to be redone or heavily rearranged? I mean, there is no way to use an existing FBX as is?

Thanks for any suggestion.
Edited by Alessandro_AM - Sept. 8, 2019 16:22:44

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FBX does not support IK. So it is Maya that is destroying your nice IK rig, upon export. There is no IK transport file type, that exists, AFAIK.

What I do, is use the Search icon to search, by type and choose the NULL type. After I have selected them all, I enable their visibility flag. I do the opposite for bones, I select them all and turn off their visibility flag. Then you are left with a rig that has a bunch of control spheres. Just keyframe the spheres, how you like, or use mocap to bind movement to the rig.
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Thanks for the reply Enivob. But still, how would I go and create an IK in Houdini dealing with the null nodes? I mean, the IK should be created on bones (if they are in hierarchy which is not what comes from an imported FBX), and then handled through nulls/control spheres. Hence my question about how you guys deal with that.
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