Hi All,
I'm currently trying to figure out a way using mel to transfer the ambient occlusion information from a high poly model to a low poly one. One solution I found on the net was to bake the ambient occlusion info to a texture for the high poly version using the convertLightmap command then transferring that using the surfaceSampler command. The problem with that is that my high poly model has hundreds of tiny pieces of geometry and creating a uvset for any reasonable size output texture is out of the question. If I could get it to transfer to a texture I can bake vertex colour ambient occlusion to the high model and transfer that but I don't know if that's at all possible. Also I've noticed that the convertLightmap command has a transferMapSpace command which sounds promising but I can't find any documentation/examples for how to use that. Any help with this issue would be much appreciated 
Thanks,
Dave
P.S. If it makes a difference I'm using Maya 2008.