I'm trying to figure out how to use the same skeleton from maya, to houdini and back to maya.
My main issue how joints/bones are handled in both software.
In maya, I have the skeleton set up with its own joint orientation which is separate from its rotation
In houdini, from my understanding, in houdini bones are just pieces of geometry. The bones themselves are points and then the connection of the hierarchy is displayed with curves. So joints are just world space points.
How can I keep the joint orientation values in houdini (or just export the skeleton with them) ?
At the moment I have two outcomes:
1) the imported animation overrides the skeleton and sets the joint orient to 0,0,0
2) if I lock the joint orient, the skeleton obviously explodes sinces the rotation data is completely different
thanks!
