ok i confirmed it. no uv information is transferred to maya! thats a big problem since hair likes uv info. So the only solution here is a transform connection and use a maya hair base. I managed to get around the uv limitation by using a wrap deformer to drive a mesh in maya with the messiah connected shape. it runs very slowly though and still has some issuesl… I think we need uv support at the very least. The transform connection needs a bit more tweaking imo.
Im also counting on the transform connections to attempt an intermediate rig in maya, that would capture transformed nulls to base the skeleton movement on. that way i could drive a skeleton in maya using messiahs transform info. My goal is to have the keys i create in messiah, show up in maya. A different approach to the transform connection would be to write the keys you create in messiah directly into the corresponding channels of the object in maya? I dont know how feasible this would be, but maya also has the unit based coordinate system so the math should work out right?
One benefit for an intermediate rig would also result in your ability to use the same animation in messiah to drive characters with different proportions… etc. blah blah blah