As for "doing it right": change of handness is like mirroring.
With hierarchies you have something like
a*b*c*d * v
where a,b,c,d is matrices and v is certex
and if all matrices mirror the space you get
a mirrors, a*b doesn't mirror, a*b*c mirror, a*b*c*d doesn't mirror.
You absolutely can not "evenly distribute" mirroring over several matrices.[lol] matrix either mirrors the space (has negative determinant) or it does not (has nonnegative determinant)
If you want to convert whole thing, that is, vertex coordinates(&normals), matrices, and everything else so that now whole thing is just like what'd happen if Maya would use same-handed coordinate system as your engine:
1:Negate all z coordinates of vertices and normals of model.(!)
2:In all matrices, negate following elements
x x -x x x x -x x -x -x x -x x x -x x
(maybe 3rd x on bottom row shouldn't matter as your matrices should all have zero there)
Note: I've derived that geometrically by imagining this thing (matrices is simple to visualize btw. just imagine 3 xyz vector arrows corresponding from columns. arrows should be drawn from point given by fourth point. when flipping coordinates, you need to flip z of all things, and also negate z arrow). I think it must work but haven't tried.
[Edited by - Dmytry on April 4, 2006 11:27:00 AM]