


a single bone for each body part, you could try and do a few keyframes with the armature and export the data as a BVH file and then import your skeleton that way and then skin that to your mesh in Blender (and just delete the IPO data afterwards) … but I get the feeling that you need the rig that you have in Maya for more then proportional reasons … so unless you can be a bit more specific about why you need the Maya rig, this is all the help I can give you, unfortunately …Īnd btw, if you do just need a “bare bones” armature and the above works for you, remember Blender uses the “wrong” engineer’s Z up orientation for it’s “up” axis (this is mostly because of the viewport hotkeys, which are hard coded in the C code) not Y up, so either switch that in Maya (I believe Maya has this option ?) or add an empty and parent it to your armature and just rotate the empty perpendicular to itself and forget about it …

I don’t think that rigs from Maya are exportable into blender … especially if the rig is constraints driven … the rigging system in Blender, especially when constraints come into it, are based on some very different philosophes …īut if your rig is “bare bones”, i.e.
