I am currently working on creating an import-based pipeline for my indie game using Maya ASCII .ma as source format and my own format for physics and graphics as output. I'll keep stuff like range-of-motion attributes inside Maya, such as for a hinge joint. Other types of parameters that needs a lot of tweaks end up in separate source files (possibly .ini for stuff like mass, spring constants, strength of physical engines and the like).
The input is thus one .ma and one .ini, and the output is, among other things, one .physics and several .mesh files (one .mesh file per geometry/material).
I am also probably going to use Python 3.1 to reformat the data, and I already found some LGPL 2.1 code that reads basic Maya ASCII. I'll probably also use Python to launch the platform during development. Game is developed in C++.
Is there anything in all of this which you would advice against? A quick summary of things that might be flawed:
- Import-based pipeline (not export-based)?
- Maya (not 3DS)?
- Maya ASCII .ma (not .mb)?
- .ini (not .xml)?
- Separation of motion attibutes in Maya and "freak-tweak" attributes in .ini (not all in Maya)?
- Python 3.1 for building data (not embedded C++)?
Edit: if you have a better suggestion of how to implement the physics/graphics import/export tool chain, I'd appreciate the input.