Yeah, we really should just include a default
exporter with IECoreMaya...
IECoreHoudini has a ROP, which we do
actually use directly
in production, but
our Maya exports are currently very custom
and live in our asset management codebase. It should be a
fairly straightforward algorithm to export from
Maya if you don't need loads of
customization though, and would
likely be quite similar to IECoreHoudini::ROP_SceneCacheWriter::doWrite (ignoring the extra
mode customization), using
IECoreMaya::LiveScene
instead of IECoreHoudini::LiveScene.
Basically, you
just need to recurse down the hierarchy
using liveScene->childNames(),
and at each level, read the transform,
attributes, tags, and object from the liveScene
and write them into
the outScene.
Andrew