Here's some very early weighting tests in Houdini.
The rigging system is... slightly weird, to say the least. I think most of it makes sense, but I can't quite say I've ever seen anything else like it before. The screenshot above is almost entirely procedurally generated; that is to say, I haven't actually gotten around to tweaking any of the weights or adding any sort of corrective morphs. It took most of the day to get used to a few things in the viewport and setup an initial skeleton, but once that was done it only took 5 or so minutes to create the initial joint weights (which are what's powering the above pose).
So far there's a few things I really wish SES would have done differently, but I suppose that's a trade off I'll have to deal with since I'm pretty sure I took C4D as far as I could go with the stuff I was making before.