I came across Houdini Engine for Unity's "Pack Geometry Before Merging" feature. I haven't used it, but it looks useful - "If checked, all the different Unity meshes will be packed individually before being merged into the asset's input."
The problem I'm having is that multiple geometries from Maya will always end up merged down to one geometry. For example, I have one 4-face plane and another 1-face plane. Ideally, I want them to appear in Houdini as 2 PackedGeometry prims, with packedfulltransform and such so I can retrieve their transform data. Instead, they merge to 5 Poly prims and I lose all the per-object transform data.
Even though I can separate prims by name using "For-each Named Primitive", I can't get the respective transform information associated with them.
I can't find any similar settings to "Pack Geometry Before Merging" in Houdini Engine for Maya. But in general, the question is Is there something I can do to get per-object transform data from Maya?
I've attached an HDA that displays point/prim/detail attributes in Maya for debugging.