Import & export glTF / GLB in Maya.
Everything. For free.

The complete, open-source glTF 2.0 plugin for Autodesk Maya — full materials, rigs, animation, morph targets, material variants and Draco, with nothing locked behind a paywall.

MIT licensed 100% free — no paywall Maya 2022+ glTF 2.0 · import & export
Why it exists

Every "GLB in Maya" headache — fixed

The real problems artists and modders hit when bringing glTF into Maya, and exactly how Maya GLB I/O solves each one.

There's no free GLB importer for Maya — the only one is paid.
Free, MIT, and full-featured. Source available — no paywall, no feature gating.
My imported model is pitch black / floating in space.
Metallic + IBL guidance so models actually shade, plus a drop-to-floor toggle.
The Sketchfab model came in with only the diffuse texture.
Full spec-gloss + every PBR extension mapped — not just base color.
The glass / visor isn't transparent.
Transmission / IOR / volume plus alpha blend/mask → real refractive glass.
Emissives don't glow.
Honors emissive strength with tunable luminance (nits) so glTF emissives shine.
My rig imports exploded / spiky / unbound.
Robust skinning — in-hierarchy joints and fast bulk weight application.
Animation flips and pops mid-playback.
Euler unrolling keeps fast rigs smooth — no gimbal flips.
Compressed (Draco) GLBs won't import at all.
Automatic Draco decode — most compressed Sketchfab GLBs just work.
I can't switch material variants like in the web viewer.
A live material-variant dropdown right in the Attribute Editor.
Maya can't EXPORT to GLB with my rig / animation.
Full skinning, animation and morph-target export that round-trips.
Imports dump a namespace all over my scene / leave junk nodes.
Namespace-safe with a clean transform bake — no leftover scale nodes.
Feature set

All of glTF 2.0 — both directions

Toggle between everything the importer reads and everything the exporter writes.

Geometry & scene

.glb and .gltf (+external .bin), auto-detected. Full node hierarchy, multi-mesh and per-material multi-primitive meshes, UVs (correct V-flip), vertex colors, UV-derived tangents.

Clean, drop-to-floor import

Drop-to-floor toggle sits the model on the grid. Bakes leftover root scale (the 0.01 unit node many exporters add) into a clean identity — no junk nodes — and skips rigged meshes safely.

Full PBR materials

Base color, metallic-roughness, normal, AO, emissive — into your choice of openPBR, StingrayPBS, Arnold or Maya Phong, picked per import.

Advanced material extensions

Transmission / IOR / volume glass, clearcoat, sheen, anisotropy, iridescence and specular — mapped to openPBR layers. Full legacy spec-gloss (uses both diffuse and spec/gloss, no spurious darkening).

Live material variants

KHR_materials_variants becomes a live "Material Variant" dropdown on the imported object — switch looks instantly from the Attribute Editor. Pre-warmed so the first switch is instant.

Rigs, animation & morphs

Joints + skinCluster with fast bulk weights. Skeletal animation → animCurves with euler unrolling and correct fps. Morph targets → Maya blendShapes with animated weights.

Cameras & lights

Perspective and orthographic cameras (FOV→focal length, clip planes). KHR_lights_punctual directional, point and spot lights → native Maya lights.

Draco & quantization

KHR_draco_mesh_compression decompresses on import (auto-installs the DracoPy decoder once) — most compressed Sketchfab GLBs that fail elsewhere just open. KHR_mesh_quantization dequantized correctly.

Units & namespace safety

Auto unit conversion (glTF metres → Maya scene units). Never pollutes the scene — auto-flattens Maya's File > Import namespace wrapping.

Honest comparison

Free vs. paid Maya GLB plugins

The same capabilities you'd pay for — and a couple you can't get anywhere else. Hover a row to focus it.

Capability Typical paid plugin Maya GLB I/O
Import meshes / PBR / all shader targets__CHK____CHK__
Skin + skeletal animation (import)__CHK____CHK__
Morph targets__CHK____CHK__
Material variants (live switch)__CHK____CHK__ in the Attribute Editor
Clearcoat / sheen / anisotropy / iridescence / transmission__CHK____CHK__
Cameras + lights__CHK____CHK__
Draco + quantization__CHK____CHK__
Legacy spec-glosspartial__CHK__ full
Full rig + anim + morph EXPORTpartial / none__CHK__
Source available__X____CHK__ MIT
Pricepaidfree

Comparison is generic and made in good faith against typical paid Maya GLB plugins; no specific product is named.

See it work

From file to fully-shaded in seconds

Screenshots and GIFs go here. (Owner: capture the clips listed below into docs/assets/ — see assets/README.md.)

Importing a GLB file into Maya — the model appears fully shaded and sitting on the grid
Importing a compressed Draco GLB into Maya
Importing a compressed (Draco) GLB — auto-decoded.
Switching material variants live from the Attribute Editor
Live material-variant switching in the Attribute Editor.
Exporting a rigged, animated character from Maya to GLB
Exporting a rigged, animated character to GLB.
Get started

Install in three steps

No build step, no dependencies to wrangle. Download, point Maya at the plug-in, and a GLB I/O menu appears.

1

Download the installer

Grab maya-glb-io-vX.Y.Z.zip from the Releases page and unzip it somewhere you'll keep it — e.g. your Maya scripts folder or any project folder.

2

Drag install.py into Maya

Start Maya, then drag install.py from the unzipped folder into the viewport and click OK. (Prefer manual? Plug-in Manager > browse to plug-ins/maya_glb_io.py > tick Loaded.)

3

Use the GLB I/O menu

A top-level GLB I/O menu appears with Import/Export, plus File > Import works natively. That's it.

Prefer a module install? Drop the included maya_glb_io.mod into your Maya modules folder (edit its first line to point at your unzipped folder). Paste a module path below:

# Module file — copy maya_glb_io.mod into your Maya modules folder: # Windows: %USERPROFILE%\Documents\maya\modules\ # macOS: ~/Library/Preferences/Autodesk/maya/modules/ # Linux: ~/maya/modules/
# Or load it from the Script Editor (Python) — point this at your unzipped folder: import maya.cmds as cmds cmds.loadPlugin(r"C:\path\to\maya-glb-io\plug-ins\maya_glb_io.py")
Questions

FAQ

Yes — completely. Maya GLB I/O is MIT-licensed: 100% free, no paywall, no feature gating, no donations required. The full source is on GitHub, and every feature on this page is in the free build.

Autodesk Maya 2022 and newer, including 2024, 2025 and 2026 (anything on Python 3). The parser and writer are pure Python with no heavy dependencies.

Both. It writes .glb and .gltf with materials, node hierarchy, full skinning, animation and morph targets — and round-trips faithfully with the importer. Full rig + animation + morph export is where it's ahead of most tools.

Yes. KHR_draco_mesh_compression is decoded on import — most compressed Sketchfab GLBs that fail in other free tools just open. The first Draco import auto-installs the DracoPy decoder, which needs a one-time internet connection. (A mesh whose skin weights are compressed inside Draco imports as static geometry — rare.)

Advanced layers (clearcoat, sheen, anisotropy, iridescence) render fully in Arnold; Viewport 2.0 shows them only partially — the data is all there, it's a viewport limitation. Imported light intensities are approximate (glTF physical units → Maya) and easy to tweak. Animation is imported/exported as per-frame samples with euler rotation (no glTF curve tangents).

Open an issue on the GitHub issue tracker. Since the source is MIT, pull requests are welcome too. Note: Maya rejects non-ASCII node names, so such nodes are renamed to a safe ASCII name on import.

Stop paying for a Maya GLB plugin.

Rigs, morphs, materials, Draco — all of glTF, both directions, $0.

Want a heads-up on new versions? Get it on Gumroad for update emails, or use Watch → Releases on GitHub.