There's no trick with the converter as far as I remember, it's all properties in the maya scene. Like Henry08 said, you need to set all kinds of extra attributes for the bones, e.g. the bone id. Bone Ids are less of a guessing game than you think, you can simply look into a rig file that's using the simulation data you want to copy with a hex editor. Let's have a look at cf_suit_superherob.rig_pc, the rig I tried to reproduce for the cape: At the end of the file is a list of bone names and the bone id is just the place of the bone in that list. Since the bones we need in maya are the 20 last bones in this list and from the top of my head, I think the bulge bone has the id 67, cape0101 should be 68, cape0102 - 69, cape0103 - 70, ... , cape0405 - 78. (These values aren't necessarily correct, didn't have time to go through the list one by one ) Oh, and when you copy the sim_pc file, don't forget to change the name string at the top of your file to your rig's name. You can't change the length of the hex file though or else it will break. cf_suit_superherob.sim_pc: needs to be changed to Don't let me forget to make a proper write-up on this topic, things are really busy atm. Hope this helps for the moment!