Note on Workflow: The video above is a high-speed visual reference of the complete constraint mapping process. For the exact constraint parameters, World Space settings, and the final Animation Baking & FBX Export steps (which are not shown in the video), please follow the detailed step-by-step guide below.
Before starting, select your Maya FBX Armature and apply all transforms.
Smart Rigging: Select the base mesh and use the Auto-Rig Pro (ARP) Smart feature to place the initial control points.
Add Custom Limbs (Cape/Hair): In the ARP side panel, use Add Limb to create tail/chain bones for the cape. Count the number of cape bones on the FBX armature and adjust the limb options to match.

Parent the Cape: While still editing the Reference Bones, select the top bone of your new cape chain, then Shift-click the upper spine reference bone. Press Ctrl + P and choose Keep Offset.
Align the Reference Bones: In Edit Mode, carefully move the joints of the ARP Reference Bones to perfectly match the joint locations of the Maya FBX Armature.
Generate: Click Match to Rig to generate the final colored controllers.
Reveal Deform Bones: Select the generated ARP rig, go to Pose Mode, and in the Object Data Properties panel, enable the visibility of the internal Deform Bones (and the mch_twist bones).
All constraints are added in Pose Mode to the Maya FBX Armature, targeting the ARP Rig.
The Master Root (Floor)
c_traj bone.
The Hips (Preventing Double-Transforms)