Houdini & Procedural Workflows / Maya / Houdini
Exporting From Houdini to Maya
Written guide

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This lesson transfers a completed rigid-body result from Houdini into Maya using Alembic. Its key distinction is that Maya receives animated geometry; it does not receive a live copy of the original rigid-body simulation.
The starting Houdini scene already contains the moving blocks. Building the procedural blocks and solving their motion belong to earlier work. This recording focuses on exporting the result and inspecting it in another application.
Export the moving geometry
The instructor enters the rigid-body block geometry object and plays the result to confirm that the expected motion is present. He then adds ROP Alembic Output at the end of that geometry chain.
He chooses a frame range and an .abc destination, keeps the other shown options unchanged and saves to disk. The example has no alternate takes to select. The useful checkpoint is that the export comes from the moving result you just inspected, rather than an earlier static source branch.
The file extension identifies the Alembic output, but the filename alone does not establish that the intended frame range was written. The receiving application provides the next check.
Choose whether to open or import in Maya
In Maya, the instructor uses Cache → Alembic Cache. He distinguishes two actions in the recorded interface: opening the cache brings it into a new scene, while importing adds it to the current scene. He chooses to open the exported file.
That choice matters if you are already working in a scene. Follow the action that matches the destination you intend; the lesson is not an instruction to replace an unrelated scene merely to inspect a cache.
Once loaded, the blocks appear and the instructor checks playback over the exported range, which extends to frame 240 in his example. That frame is an observed endpoint of this export, not a required length for other caches.
Evaluate motion without assuming a new simulation
The blocks move in Maya as they did in the source example. The instructor explicitly describes the result as geometry with animation, with no continuing physics calculation from the Houdini setup.
This distinction determines what has been validated. Playback confirms that the sampled animated result transferred in this demonstration. It does not show that changing a Maya collider would resimulate the original block motion, that the original procedural asset was transferred, or that every material and scene feature survived.
If you need to revise the simulated behavior, this lesson does not provide a method for doing so through the imported Alembic. Its scope is inspection and use of the exported result.
Check the handoff in order
First play the intended Houdini output. Then confirm the chosen export range and file path. Open or import that exact file in Maya and inspect more than the first frame. Finally, distinguish a successful geometry-animation handoff from any untested requirements such as materials, scale conventions or live physics.
Caption-supported return ranges are 00:00–01:01 for the source result, 01:01–02:00 for Alembic output settings, 02:00–03:02 for Maya’s open/import choice, and 03:02 onward for playback and the geometry-versus-physics explanation. These are reading references, not seeking controls.
Exact Houdini and Maya versions are not established by the captions, and this article has not independently repeated the transfer. For the preceding scene, see Rigid Body Dynamics Basics.