I have a character skeleton in Houdini using Kinefx.
I'm using the Orient Joints node to get the get the joint orientations the way I want them in Houdini... so far so good.
When I export the character as an FBX and import it into Maya, the joint orientations are intact however, the Maya artists who are working with this skeleton complain that the joints in the bind pose have rotation values applied, when they should be zeroed out.
This can be resolved in Maya by freezing the joints which, as far as I understand it, means that the rotation values will be added to the joint orient and the rotation becomes (0,0,0). However the Maya users don't want to have to do this every time, so I'm trying to resolve this on the Houdini side, but haven't had much luck so far.
I believe that the answer might lie in the interplay between the transform and localtransform attributes of the joints in Houdini but I've not been able to find any information about how to perform the necessary calculations in vex, vops etc.
The closest I've been able to come is to connect a Skeleton node and manually zero out the local rotations of each joint, but I don't want to have to manually do this for every joint in the skeleton.
There must be a way to achieve this procedurally.
Any help would be most appreciated.
Thanks
