I tried to reverse engineer the ini setting for filemake.exe maya conversion.
This is what I got:
start.ini:
Code:
maya maya1
{
in_file = "test.ma";
}
this bit will try load maya ascii file "test.ma" It will need another ini file named like your file (in this case test.ini)
test.ini:
Code:
rigidbody "machine1"
{
}
"machine1" is the name of the object in the maya file test.ma. Can't have any special chars.
Running filemaker like this creates a file "machine1.obj" of a very small size, it can be loaded with the game, but nothing shows.
Using different types of objects in the test.ini instead of rigidbody (the ones that work with a basic shape are: render and soft) create a larger file, but the game either crashes (render) or doesn't show the object (soft).
If anybody has more patience than me finishing figuring this out, this should provide some starting point.