Skip to content

Plugin Limitations and Known Issues

Overview

While the glTF/GLB Importer for Maya successfully handles most files that adhere to the Khronos glTF 2.0 specifications, there are several known limitations and specific issues that users should be aware of.

Note: For information about compatible assets and workarounds, see the Asset Compatibility and Workarounds guide.


General Plugin Limitations

Geometry Processing

  • Merge Vertices: UVs are created correctly even when Merge Vertices is enabled. In rare edge cases, UV creation may fail.

Blendshape Animations (Maya 2023 and below)

  • Blendshape targets and animation curves import, but in Maya 2023 and earlier they may not play back automatically.
  • Open the Time Editor and use the Bake menu options (e.g., Bake to New Clip, Bake to Scene, Bake to Scene and Delete, or Flatten Layers) to bake the clips back to standard curves so playback works.
  • Maya 2024+ plays the imported blendshape animation without baking.
  • For a detailed baking workflow, see For Assets with Animation Clips in the Asset Compatibility and Workarounds guide.

File Format Constraints

  • glTF Extensions: Not all Khronos extensions are fully supported
  • Vendor Extensions: Limited support for vendor-specific extensions

Maya Integration Limitations

  • Viewport Performance: Complex scenes with many materials may impact Maya's viewport performance

Material and Texture Limitations

  • Texture Format Support: .webp support is WIP. Some texture formats such as Compressed BasisU images may not be supported.
  • Material Complexity: Advanced PBR features may not have direct Maya equivalents

Sketchfab Asset Import Issues

Sketchfab assets generally import correctly.

In rare edge cases (especially with auto-generated assets that have non-standard bind poses), you may still run into import issues.

Rigged Asset Deformation Issues

  • Rigged Sketchfab assets generally import correctly now.
  • In rare edge cases, non-standard bind pose data may still cause deformation issues.
  • Workaround: Re-import with Import Skin Binding enabled. The importer applies inverse bind matrices automatically, so no separate option is required.
  • If Issues Persist: Use the Blender preprocessing workflow in Asset Compatibility and Workarounds

Reporting Issues

If you encounter limitations not listed here, please join the Discord server to report issues, share suggestions, view announcements, and get support.

When reporting issues, please provide:

  • Maya version and operating system

  • Asset source (Sketchfab, custom export, etc.)

  • File size and complexity details

  • Specific error messages or unexpected behavior

  • Sample files (when possible and appropriate)

  • Output logs from the Maya Script Editor output window

  • Steps to reproduce the issue


For the most up-to-date information on plugin improvements and bug fixes, check the Discord server announcements and documentation updates.