Exporter FAQ
Frequently Asked Questions (FAQ)
Find answers for packaging, animation modes, gaussian splat export, material variants, UV transforms, and compression settings.
Do I need a separate exporter install?
No. Export support is included in the same plug-in package as import support.
Should I use glb or glTF?
Use glb for a single-file delivery. Use glTF when you want external resources or more control over how assets are laid out on disk.
When should I use Time Editor Clips?
Use Time Editor Clips when your scene already uses Maya Time Editor, especially after importing glTF clips with the importer. Use Sampled when you want a flatter export for downstream tools.
Why are my gaussian splats not exporting?
Gaussian splat export depends on the external gaussianSplat plug-in and its export bridge. If the bridge is unavailable, the exporter skips splat shapes and warns instead of failing the whole export.
Can imported material variants be exported again?
Yes, provided the variant metadata and alternate materials are still present in the scene. Avoid deleting unused nodes in Hypershade if you plan to export variants.
How do I preserve UV transforms during round trip?
Import the original asset with Use file/place2dTexture texture nodes enabled. That gives the exporter a Maya-native texture layout it can map back to KHR_texture_transform.
What do Draco and mesh quantization do?
Both reduce geometry size. Draco is a geometry-compression extension. Mesh quantization reduces attribute precision. They should be tested against your target runtime and quality requirements.