Anton anim
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Exporting Maya SkinCluster weights and importing in Houdini May 6, 2026, 3:51 a.m.
Hi, maybe you already solved it. FBX should work as Edward mentioned. If you don’t want to go that route, saving the weights with Mayas API and then applying it in Houdini shouldn’t be to difficult. Maybe you already have, but if not, make sure to unpack the capture weights. You will notice that the capture weights attributes makes a lot more sense once unpacked as it will look much more like you expect it coming from Maya.
Hope that helps!
Hope that helps!