My primary use for A:M used to be game development. Therefore compositing is out of the question. My renderer is the HL2 engine, or the Doom3 engine, or the Nebula Device or the Torque engine, or whatever my latest project uses. I’m not a programmer, but I’ve been told by programmers that the A:M SDK makes it difficult to get at the bone data for some reason, so I have had little luck in getting custom tools made to get my work out of A:M, especially on the animation side of things.
With all the different game engine formats I require from time to time, a valuable conversion tool for me was MilkShape3D. Milkshape has a BVH importer, but bvh’s coming out of A:M do nothing but create “star trek transporter accidents” out of my animations. I’ve tried limiting my rigs to straight forward rigid binding (no weighted CP’s, no fancy constraint systems) and FK, I’ve tried baking the actions before export…you name it, I’ve tried it. No joy…
I moved on.
In fairness, Houdini is one 3D program I’ve never got the opportunity to use, so it is totally alien to me.