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.

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.

Part 1: Generating the Master Rig (Auto-Rig Pro)

Before starting, select your Maya FBX Armature and apply all transforms.

  1. Smart Rigging: Select the base mesh and use the Auto-Rig Pro (ARP) Smart feature to place the initial control points.

  2. 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.

    image.png

  3. 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.

    Cape Parent.mp4

  4. 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.

  5. Generate: Click Match to Rig to generate the final colored controllers.

  6. 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).

Part 2: The Constraint Bridge

All constraints are added in Pose Mode to the Maya FBX Armature, targeting the ARP Rig.

The Master Root (Floor)

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Master Root.mp4

The Hips (Preventing Double-Transforms)