How to Import MakeHuman Rigs into Maya Without Losing Your Sanity

Published on January 06, 2026 | Translated from Spanish
Side-by-side comparison between MakeHuman and Maya showing a character with a rig in a T-pose and another with import issues

When MakeHuman and Maya Get Along Like Cats and Dogs 🐕🐈

You exported your MakeHuman character with enthusiasm, chose .BVH thinking it would be easy, and now Maya looks at you with that error that translates to "no way I'm importing this". Don't worry, it's not personal - they're just format issues that have a solution.

The Safe Route to Import .BVH into Maya

Option 1: The Blender Bridge (Recommended) 🌉

  1. Open Blender and import the .BVH from MakeHuman
  2. Verify that the bones maintain their hierarchy
  3. Export as FBX with these options:
    • Enabled: Selected Objects
    • Enabled: Armature (for the skeleton)
    • Format: FBX 2018/2019 (better compatibility)
  4. Import the FBX into Maya without drama

Option 2: BVH Importer Plugin ⚙️

"Converting animation formats is like translating poetry: sometimes it loses the rhythm, but it keeps the essence" - Frustrated Animator

The .SKEL: The Format Nobody Asked For

If you accidentally exported as .SKEL, you have three paths:

Adjusting the Pose for Human IK

When you finally have your skeleton in Maya:

  1. Select all the joints on frame 0
  2. Adjust to a T-pose:
    • Arms completely horizontal
    • Legs straight and slightly apart
    • Spine aligned
  3. Create a Human IK preset with this pose
  4. Assign each joint to its equivalent in the system

Common Errors and Quick Solutions

In the end, importing rigs from MakeHuman to Maya is like assembling IKEA furniture: the instructions are never clear, there are always extra screws, but if you persist, it ends up decent. 🛠️