FBX Hierarchy (PIVOTS) Export From Houdini to Unity
Exporting from Houdini to Unity while preserving a clean hierarchy and correct pivots is tricky. This guide shows how to build paths, create explicit pivot points, rig them, and export via FBX Character Output so every control ends up under its own pivot in Unity. You’ll see the full node setup, gotchas, and reusable digital assets to speed up future exports.



