hummm I very new to maya too, but from what I saw, it could be that there's no material on your model (after import).
I saw "placed2dtexture" "attributes" created on materials.
In maya you have a graph looking like this :
placed2Dtexture -> texturefile -> materialTexturetype(bump/color/transparency) -> material
btw...
go into Hypershade (window -> rendering editors -> hypershade), hypershade is the material library in maya, don't ask why they don't call it "material library".
from now you can create a new material for your mesh (something like : create -> material -> lambert).
I don't know if the material type is used at runtime ingame, but lambert is supposed to be matte, blinn or phong is shiny.
add a texture (from file) to your material "color", and that should be ok.
a small tutorial I found when writting this :
http://ucbugg.github.io/learn.ucbugg/shading/#########
IF, you allready have a material on your model, maybe "placed2dtexture" is the name of it (named like this at import).
you have to declare your material in body.ini and tell filemaker how to render it.
in your body.ini, copy
Code:
shader "AA_body"
{
color_w_type = SPEC;
shader_type = SKIN2;
blend_mode = ADD;
blend_mode_par = (0.075,0.5,0,0);
}
and rename it to match your material name. (or rename you material in maya to match the ini file :AA_body)
in your case it could be
Code:
shader "placed2dtexture"
{
color_w_type = SPEC;
shader_type = SKIN2;
blend_mode = ADD;
blend_mode_par = (0.075,0.5,0,0);
}
look where this material is used within the body.ini file. (ctrl + F -> aa_body)
it's used here (line 1715):
Code:
render_skin
{
elem[0]
{
alpha_depth_write = false;
lod[0]
{
mesh = "bodyShape";
og[0]
{
shader = "AA_body";
}
and replace with the material name you have in maya...
if it's not that, sorry, I don't know. maybe xpadmin can help