Bring your work
From Maya
Maya doesn't export glTF on its own, but a free plug-in or a quick stop in Blender gets your scene into Auddomate with its materials, cameras and animation.
Choose your route
Maya has no built-in glTF exporter, so there are three ways in:
| Route | Best for | Carries |
|---|---|---|
| A glTF exporter plug-in | Regular use, animation and rigs | Geometry, materials, textures, cameras, animation, skins and morphs, depending on the plug-in |
| FBX, then Blender | Occasional use, or anything a plug-in struggles with | Almost everything, converted to GLB by Blender |
| OBJ | Still models | Geometry, materials and textures only |
With a plug-in
Several glTF exporters are available for Maya. Free, open-source options include Maya2glTF and the Babylon.js exporter; commercial exporters from SimLab and ProtoTech are also available. Install one for your Maya version, then:
- Select what you want to export, or nothing to export the whole scene.
- Open the plug-in's export window, from its menu or shelf.
- Choose GLB (binary glTF), so everything travels in one file.
- Turn on animation, and skins and blend shapes if your scene has them.
- Export, then drag the
.glbfile onto the render in Auddomate.
Through Blender
If you'd rather not install a plug-in, Blender makes an excellent free converter:
- In Maya, choose File → Export All (or Export Selection) and pick FBX export. Include animation, skins and blend shapes if your scene has them.
- In Blender, choose File → Import → FBX and open the file.
- Then File → Export → glTF 2.0 as a GLB. See From Blender for the export settings.
Materials
Standard Surface materials, Maya's default, describe color, metalness, roughness, transmission, coat and emission, which is exactly what glTF needs. Exporters convert them best. StingrayPBS materials, made for real-time engines, also convert cleanly.
Arnold-only shading networks, ramps and procedural textures can't be exported as they are. Bake them to image textures first, or set up a simple Standard Surface with textures for export. See Materials.
Animation, rigs and blend shapes
Keyframed transforms, cameras, skinned characters and blend shapes all come across through glTF. Before exporting:
- Bake simulations, like nCloth, Bifrost or particles, to keyframes or geometry caches you can bake down.
- Keep four influences per vertex. glTF, and Auddomate, use up to four bone influences per point. Prune small weights in Maya if your skin uses more.
- Bake constraints and IK to keyframes, so the exported joints move exactly as in Maya.
See Animation for playing it back.
Units
Maya works in centimetres by default, and glTF is always in metres. Good exporters convert this for you, so your model arrives at its real size, which matters for depth of field. If a model arrives a hundred times too big or too small, check your exporter's scale or unit setting.