beware when mirroring with maya. This f**** piece of software s*** will f*** everything up ! (that is said)
because filemaker works only with standard mesh (shape), everything else in your mesh other than shaders will break it. polycut, polysurface polysomething, polysomeelse....
"delete history" works when it wants, and turning off history don't prevent some transform attributes to appear. (try to mirror cut a mesh, and you will understand)
When dealing with mirror, you have to :
- always use reflection tool from the beginning, never forget to turn it on. Because maya blackmagic keep tracks of original vertex/pivot position somewhere, and don't care about the actual object space to calculate reflection. do not cut / merge or anything else than move vertex with reflection ON, and extrude edges with selecting BOTH mirror edges; or you will have to do the second option.
- (when reflection is not working because.. we don't know.. maya stupid black magic) :
delete half of your object (don't mirror cut or anything cut).
move your mesh near 0,0,0.. if you want a left/right mirror, put your whole mesh to the left/right of world center.
put the pivot at 0,0,0 (because maya black magic reflection is done by "where is the pivot when I first create my mesh" )
duplicate special, scale x -1
combine 2 meshes.
NOW, and because you set the pivot to 0,0,0 before merging, mirroring is working again.
move one "side" of your object toward your mirror plane, using reflection.
when your centered vertices are about to "merge", select them 2 by 2 (left and right side) and use "edit mesh -> merge to center" .
it's done, you have a full mesh working with filemaker, reflection option is working in maya, and it's a 1 piece mesh. you can now move it where you want in the scene.
I probably lost 2 full working days of my life to find this, and all forums are fulls of total useless things.