Hi all!
I have published a Maya plugin for importing glTF/glb assets, which I think many of you will find useful.
glTF Importer for Maya - handles the glTF 2.0 spec, allowing you to use those assets in Maya without manual conversion headaches.
What it does:- Imports .gltf and .glb files with proper hierarchy and scale preservation
- Converts PBR materials to Maya shaders (StandardSurface, aiStandardSurface, OpenPBRSurface, StingrayPBS)
- Handles advanced materials: clearcoat, sheen, transmission, anisotropy, iridescence, etc.
- Full animation support: skeletal rigs, transform animations, morph targets (organized in Time Editor)
- Draco compression support
- Instancing
- Material variants
- Drag & drop workflow
- And more
Maya 2022+ (Refer to the docs on dependencies and plugin installation)
Website:
https://www.gltf2maya.storeIf anyone runs into issues or has feedback, I'm all ears. Happy to answer questions!
Replies
It looks like you've tested things really thoroughly, which is great to see, and your docs are great too.
Can you talk a bit about the Merge Vertices process? I'm curious why UV seams might be messed up, since AFAIK Maya does support multiple UV coords per vertex. So it should be possible to merge the mesh vertices while keeping the split UV vertices?
Also, does Merge Vertices tend to destroy split normals, and multiple material assignments per vertex?
I think glTF only supports one vertex color per vertex. So if there are different colors on neighboring faces then most exporters will only keep the first one it finds.
Thanks for the explanation! That's really helpful to understand how glTF handles vertex colors.
Appreciate the insight!