Orienting an object the same in Maya and Unity?

Hello, I need to find a way to orient an object in the editor so that it looks the same as in Maya. I tried entering the same rotate values in the Unity editor as the ones in Maya, but it doesn’t work (I guess although Unity and Maya both have Y as up world axis their frame of reference is different).

So does anyone know how to transform Maya rotation values into Unity rotation values, please?

I found a way at last. The crucial information I was missing is that Unity’s rotation order is ZXY, as opposed to Maya’s default XYZ rotate order. And for some reason the Y and Z values of the final resulting rotation have to be negated.

So in the end for a X Y Z Maya rotation, you’re looking at a X -Y -Z Euler rotation in Unity.

My solution to this problem was to use a matrix to get the proper transform over. Here is code I used to generate an xform command in MEL to get the job done:

    Matrix4x4 m = myUnityTransform.localToWorldMatrix;
    string  mayaCommand = "xform -m " + m.m00 + " " + m.m10 + " " + m.m20 + " " + m.m30 + " " + m.m01 + " " + m.m11 + " " + m.m21 + " " + m.m31 + " " + m.m02 + " " + m.m12 + " " + m.m22 + " " + m.m32 + " " + +m.m03 + " " + m.m13 + " " + m.m23 + " " + m.m33 + " $myMayaObjectName;";

Debug.Log(mayaCommand );

EDIT:
Also note that X and Z axis are reversed in regards to translating between Unity and Maya.
This has to be handled unless you are OK with mirrored transforms.