

The Unity FBX Exporter is available in Preview via the Package Manager from versions 2018.3 and up. But if you are looking to export geometry and materials and textures then it should work ok on MayaLT.The built-in Unity FBX Importer provides support for:Īnimation and animated custom properties (when present in the FBX file) I'm not too sure about the compatibility of Mel scripts when it comes to the different versions of Maya and what Autodesk supports.

(It helps set the scene up for you for lightmap generation) Although I guess the Subscription version of Maya LT supports Mel scripts. It's not impossible, but you wont be able to use the accompanying l script as I heard MayaLT doesn't support custom scripts. The only issue you would run into is if you are looking to create lightmaps in Maya with the data Export2Maya exports. Not sure how old that information is, but it sounds like the Max file format is a secret for the most davem250 - I haven't personally tried it with MayaLT, although I have heard from a few users that it works ok. The content of the file is heavily dependent on the plug-in data used to build the scene, thus parsing the file outside of 3ds Max makes little sense (although certain data fragments can be extracted). The specification of the format is not public. I found this information and it is a bit discouraging: ģds Max saves scenes to a proprietary binary format with the extension. If there is an Ascii version of their scene file then it could be possible. First of all, I know Max decently, but it is not my 3D program of choice, so my familiarity of it isn't as great as Maya. I will update this thread as more features are - Hmmm I doubt it. Lightmap UVs (with correct Tiling and Offset) This tool is useful if you want to build accurate collision geo based on the positions of objects in your scene, or if you wanted to generate terrains in Unity then write them out for use in Maya, or if you wanted to export your scene and bake lightmaps with Vray or Mental Ray. So I thought, why not write directly to the Maya file format? It has been a long, headache filled journey but it is just about done! A lot of care has been taken to ensure that once you export the Maya scene out of Unity, then import it back into Unity, that everything lines up correctly in the same spot. Not impossible, but a lot more work and a lot more setup time to use. I was thinking of making a custom OBJ format, and the appropriate C++ Maya plugin to read the data, but this seemed like overkill. Problem is the OBJ file format doesn't allow a way to include vertex color information. Most importantly I needed the vertex colors to carry across as well. So I recently found the need to export Mesh gameobjects in a Unity scene to Maya. Hey everyone! Figured I would share what I'm currently working on.
