Maya uses a left-handed coordinate system and our engine uses a right handed system.
I was able to set up a configuration in the maya havok exporter to do the following:
+ Mirror X
+ Flip winding order
This made the geometry of the models we export look correct in the engine, except that the texture coordinates were off. If I flip the texture vertically ( by flipping the V tex coord ) the texture will look correct.
Does anyone know if there is a way to get the exporter to mirror the V coord?