I'm working on a Maya b3d exporter, but it'll be a while. In the meantime, what ChrisBate suggests is what I do. That is, export .x from Maya, and use Ultimate Unwrap to convert to b3d file format. It works great, even preserving blended vertex weights. Note that you will probably have to fix the UV coordinatees in Ultimate Unwrap (.x export from Maya flips the texture coordinates,) but that is as simple as selected all the UVs and selecting Flip.