In this guide we will cover the exporting options we have when coming from Maya. For Maya we recommend to export as a glb using the BabylonJS glTF exporter. You can find the installer for your version of Maya here Releases – BabylonJS/Exporters

Before we dig in here are the recommended settings for both glTF and fbx exports.

Export Settings for GLB:

  • Export textures: True
  • Export only Selected: True
  • Export tangents: True
  • Export Materials: True
  • Copy Textures to output: True
  • Export normal: True

If you do not have Open Babylon or you are using an older version of Maya, you can export an FBX.

Export Settings for FBX:

  • Smoothing groups: True
  • Preserve Instances: True
  • Referenced Assets Content: True
  • Version: 2014/2015 or newer
    Type: Binary
  • Embedded Media: True
  • Up Axis: Y up

Model Preparation Required


We strongly recommend you use the standard stingray PBS materials. If you are using Vray, please contact to learn about our custom automated scripts to convert these to real-time PBR. Please note any texture blending will require you to bake out the texture output prior to export.


Standard Stingray PBS

In Maya we have access to a variety of Material Types, we recommend using the Stingray PBS material. The Stingray material can be created in the Hypershade and can easily be found under Maya, Surfaces.


If we select our Stingray material you will see all of our parameters under the attributes roll down.

We are going to focus first on the check box fields

  • Use Color Map

  • User Normal Map

  • Use Metallic Map

  • Use Roughness Map

These flags act like True/False flags. If you mark true for “Use Color map” you will have to input a texture for “Color map”. Please note “Base Color” should be set to an HSV of 0, 0, 0.5. If the color on base color is set to black it will negate your texture map causing your model to render black! If the flag is set to false the material will use the value present in its respective slot.
Note this material is using the standard preset, this is intended to create an opaque material. If transparency is desired please use the “Presets/Standard_Transparent”, this is outlined a bit further down.

We support inputting values for the following fields:

  • Base Color

  • Metallic

  • Roughness

If you are using values in lieu of maps please make sure you set the “Use ____ Map” to False.


In order to use texture maps in lieu of values, make sure you set the  “Use ____ Map” to True.

Example below:


For best visual fidelity results on more complex materials we recommend using a power of 2 texture saved as a .png. Below are the different maps you will potentially have:

  • Color Map
  • Normal Map
  • Metallic Map
  • Roughness Map


Transparency Stingray PBS

In order to have a transparent material you need to first change the Preset Material to “Presets/Standard_Transparent”. With the Material selected under the settings drop down select “presets/standard’ to expand drop down of Preset Material and select “Presets/Standard_Transparent”.

Note changing the material preset can not be undone.

With this material preset selected, the addition of the “Use Opacity Map” flag will appear.

In order to use Opacity we need to have a Color map with an Alpha embedded in the image file.

We recommend a power of 2 .TGA saved out in a 32 bit format.
We recommend TGA since this allows you to save out an alpha channel from Photoshop. Photoshop only allows Alphas via transparent backgrounds in your image document when saving out as a PNG.

If the “Use Opacity Map” flag is set to true Maya will automatically link the alpha of the image to the materials opacity when the Color map is loaded into the Color map slot. 

Model Transforms

Prior to export we recommend placing your asset in the desired location (typically at origin) to ensure the center point is correct. This can be done by selecting your object and navigating to Modify > Freeze Transforms.

If you have already frozen transforms at a location other than origin and desire to move it to origin you can still do so.
First, make sure the pivot for the object is in the desired location. Take the values that are located in World Space and place them in the translate fields under Transform Attributes and then invert them. This will place your asset at Origin.


Delete History

After we have reset our Transform information, select your model and go to Edit > Delete All by Type > History.

If you have a skinned mesh you will want to select Edit > Delete All by Type > Non-Deformer History.

Prior to export it is recommended that you select what you intend to export before exporting.

How To Export

It is ideal to export a GLB. If you are using a newer version of Maya and have the Open Babylon plug-in we recommend using this to export your file.

If the plug in is enabled you should see “Babylon” in the menu bar, select it, then select “Babylon file Exporter”. From the menu.


The window below should pop up, we recommend using the following settings:

Output format: GLB

  • Export textures: True
  • Export only Selected: True
  • Export tangents: True
  • Export Materials: True
  • Copy Textures to output: True
  • Export normal: True

FBX Export

In order to export an .fbx from Maya, with our asset selected navigate to File>Export Selected.
That will open the window below.
Ensure that your Y axis is set to up and to make sure to enable Smoothing Groups, Preserve Instances, Referenced Assets Content, and Embedded Media.
After you have confirmed your options and named your file, click export.


Output format: FBX

  • Smoothing groups: True

  • Preserve Instances: True

  • Referenced Assets Content: True

  • Version: 2014/2015 or newer
    Type: Binary

  • Embedded Media: True

  • Up Axis: Y up

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