Basically, nothing really worked, and I'm not really surprised as I imagine that my platform is quite different from the one used to write the plugin.
(I'm on vista 64 bit with Maya 2008(64bit) and VS2005).
So, given that c++ binary plugins are
a) - OS specific
b) - Maya version specific
c) - apparently not easy to compile for different versions and platforms,
I'd like to suggest that the exporter be ported to python for use as a scripted plugin.
I can see some pros and cons already:
a) + it's cross platform
b) + it doesn't need compiling
c) + the entire Maya API is still available
d) + the existing c++ code can be translated fairly easily
//
e) - It'll take a little bit of work to do (although nothing particularly "new" or radically different has to be written)
f) - It'll only work on Maya 8.5 and greater
I have a little experience with crafting python plugins for Maya (I did a shader node for Indigo), I can help -- indeed I may go ahead and translate the existing exporter anyway just to get more familiar with python in general.
However, I'd like the approval and the input of the exporter authors first. I know it's "free", but it's still your code
What do you think?
