Alright, I see…

Well, already made an exporter tool Into Maya to generate model ready for direct openGL read as the following :

```
glTexCoord2f(0.498550236225f, 0.881278157234f); glVertex3f(25.36561203f, 42.4318466187f, -0.389068484306f);
glTexCoord2f(0.533483743668f, 0.882003545761f); glVertex3f(34.8576507568f, 37.9554977417f, -18.9861698151f);
glTexCoord2f(0.532193601131f, 0.892431139946f); glVertex3f(41.2289924622f, 42.5101928711f, -18.9861698151f);
glTexCoord2f(0.620115876198f, 0.836082398891f); glVertex3f(25.36561203f, 42.4318466187f, -0.389068484306f);
glTexCoord2f(0.608984291553f, 0.883257210255f); glVertex3f(12.3308315277f, 57.0144042969f, -18.9861698151f);
glTexCoord2f(0.599835336208f, 0.873547911644f); glVertex3f(4.93969154358f, 49.8701438904f, -18.9861698151f);
glTexCoord2f(0.533483743668f, 0.882003545761f); glVertex3f(34.8576507568f, 37.9554977417f, -18.9861698151f);
glTexCoord2f(0.560209989548f, 0.879830121994f); glVertex3f(23.6204338074f, 38.4397659302f, -31.4569358826f);
glTexCoord2f(0.532193601131f, 0.892431139946f); glVertex3f(41.2289924622f, 42.5101928711f, -18.9861698151f);
glTexCoord2f(0.608984291553f, 0.883257210255f); glVertex3f(12.3308315277f, 57.0144042969f, -18.9861698151f);
glTexCoord2f(0.560209989548f, 0.879830121994f); glVertex3f(23.6204338074f, 38.4397659302f, -31.4569358826f);
glTexCoord2f(0.599835336208f, 0.873547911644f); glVertex3f(4.93969154358f, 49.8701438904f, -18.9861698151f);
glTexCoord2f(0.876248836517f, 0.83418160677f); glVertex3f(30.6969337463f, 6.74380636215f, 39.8022384644f);
glTexCoord2f(0.866922557354f, 0.834973990917f); glVertex3f(24.6994552612f, 6.67069244385f, 36.7394218445f);
```

Then If I understand well, I should do the same for Unity and GL class…

Finally let’s play with camera to fake model rotation and position! :o