Learn how to export a bound character with a fully rigged skeleton from Houdini as an FBX file and then import it back into Houdini (or any other 3D software like Blender or Maya). In this tutorial, we’ll cover setting up the FBX Character Output node, connecting geometry, capture poses, and animations, and adjusting axis and unit settings for seamless integration into different pipelines.
Whether you’re aiming for Blender’s Z-up workflow or sticking with Houdini’s defaults, this video walks you through all the steps you need for a clean and consistent export/import process. If you find this helpful, consider subscribing for more 3D tips, tricks, and workflow guides!
Chapters
00:00 – Introduction
00:27 – Exporting a Bound Character
00:48 – Setting Up the FBX Character Output Node
01:18 – Connecting Geometry & Capture Pose
02:12 – Saving & Importing the FBX
02:36 – Using Joint Deform & Rig Pose
03:06 – Verifying the Rig
03:36 – Adjusting Axis & Unit Settings
04:10 – Conclusion & Wrap-Up
Thanks for watching, and see you in the next video!