Given a complex mecanical model created in Maya, a model that will still be worked on, hierarchy might also change, what is the best way to import it inside Unity3D to preserve linking and be able to rig it inside Unity?
It depends on how you are rigging it. For some things you can just drop the model in as a child of your character object with behaviors, sometimes its harder to do that. If you can preserve the prefab thats good, but if you can’t try to make your code work with different pivot points and other things that could go wrong.
Can you elaborate? What is a character object etc…
The “thing” is mostly driven by physics, I’m actually using a lot of your car code for it, think of it as spider-card: lots of hinges, hydraulics etc… and exporting one maya file per object would be a nightmare.
Is the idea to parent the maya file under an empty gameobject, plop the script at the top of the object and connect the object that will move to the public transform vars? (less elegant than plop script on object)