Common modeling software export glTF
1. 3ds Max
1.1 Plug-in installation
1.1.1 This plug-in is specially designed for 3ds Max 2015 or higher. Click here to download
You can also download directly

1.1.2 In this folder, you can find Max2Babylon-XX.zip (where XX is the plug-in version, currently 1.2.12), click this file and then click "Download" to download the plug-in;

1.1.3 After downloading the plug-in, put it in a suitable location and unzip it;
1.1.4 By default, Windows will block all .dll files from the Web, so we must unblock them first. Select the zip file, right-click and select "Properties", select "Unlock", and then click "Apply";

1.1.5 Unzip the plug-in file on the computer and open the directory corresponding to the 3ds Max version. Finally, make sure that 3ds Max is not running, and move all the .dll files to the installation directory of 3ds Max (software installation directory/bin/assemblies). The next time you start 3ds Max, the plug-in will automatically start and display a new tab.

1.2 glTF export (PBR material)
1.2.1 Open the English version of 3ds Max (2017 and above), create a new or modify the previous material to a physical material (Physical Matical);

1.2.2 Set some options of physical material;


Note: If you select the sub-option "Roughness" button "Inv" in the "Basic Parameters" option, the "Roughness Map" option in the material options can set the "Glossiness" map, and the program will automatically convert;

1.2.3 Transparency Map settings in the material options (that is, the Transparency Weight option in the "Generic Maps" option)
Only use Transparency Weight, and will ignore Transparency Color, and other parameters (Roughness, Depth, Thin-walled);
Base Color and Transparency Weight will be merged into a RGBA PNG image, and the two images must have the same size;

If the Transparency Weight map is not provided, the basic value of Transparency will be used as the default value. If the value is 0.5, then:

1.2.4 glTF file export
Select the 3ds Max menu bar "Babylon"-"Babylon File Exporter..."

1.3 glTF animation segmentation settings
1.3.1 Right-click the scene and select "Babylon"-"Babylon Animation Groups"

1.3.2 Click "Create" to add an animation segment, enter the start and end frames, then click "Add Viewport Selection" and click "Confirm" to confirm the segment;
1.3.3 After setting the segments, the exported gltf file is divided into 4 segments.

Click here downloaded more 3ds Max export gltf tutorial
2. Maya
2.1 Plug-in installation
2.1.1 Click here to download
You can also download it directly:

2.1.2 In this folder, you can find Maya2Babylon-XX.zip (where XX is the plug-in version, currently 1.2.12), click this file and then click "Download" to download the plug-in;

2.1.3 After downloading the plug-in, put it in a suitable location and unzip it;
2.1.4 By default, Windows will block all .dll files from the Web, so we must unblock them first. Select the zip file, right-click and select "Properties", select "Unlock", and then click "Apply";

2.1.5 Unzip the plug-in file on the computer and open the directory corresponding to the 3ds Max version. Finally, make sure that 3ds Max is not running and move all the .dll files to the installation directory of 3ds Max (software installation directory/bin/plug-ins);
2.1.6 After opening Maya, click "Window"-"Settings/Preferences"-"Plugin Manager", select the "Maya2Babylon.nll.dll" item, check the "Loaded" and "Automatically loaded" items, and then You can see the "Babylon" option in the Maya menu bar;

2.2 glTF export (PBR material)
2.2.1 Open the English version of Maya, create a new or modify the previous material to a physical material (Physical Matical);

2.2.2 Set some options of physical material;


Preset Material You can choose between presets/Standard (non-transparent material) and presets/Standard_Transparent (transparent material).
Attributes When the following options are checked, it means that after exporting glTF, the attribute value of each option of the physical material will be automatically ignored, and the texture file will be used directly, so when some options of the material have no texture, we must not check enough The option box is shown in the figure below, and its attribute values need to be carefully set. The “Emissive” option is mentioned here. In the figure below, we can see that the “Use Emissive Map” is not checked above, and the self-illumination is set below White. After exporting glTF, you will find that the mesh part of the model containing this material is pure white. The correct way is to set it to pure black, so that this material will not emit self-illumination.

Base color & Opacity When "Use Opacity Map" is checked, but there is no place to directly set the Opacity (opacity map) map in the material options, there are two ways to deal with this:
One is to put the Opacity map into the Alpha channel of the Base color (this requires the original Base color to be in a format that can contain the Alpha channel, such as tga). After the glTF is exported, the program will be merged into A PNG image without Alpha channel but with transparency;

Example with Alpha channel: In addition, you can directly set the Base color texture to a transparent PNG texture without Alpha channel.
2.2.3 glTF file export
Select the 3ds Max menu bar "Babylon"-"Babylon File Exporter..."

2.3 glTF animation segmentation settings
The animation segmentation settings are the same as when 3ds Max exports glTF.
Click here to more tutorials on Maya export gltf
3. Blender
4. SketchUp
5. Substance Painter
6. Microsoft 3D Browser
Support importing fbx, obj, stl, ply, gltf, glb, 3mf, and then save it as a glb model
7. Microsoft Paint 3D
Support importing fbx, obj, stl, ply, gltf, glb, 3mf, and then save it as a glb model
Not support animation
8. Microsoft 3D Builder
Support importing wrl, obj, stl, ply, gltf, glb, 3mf, and then save it as glb or gltf model.
Animation is not supported, but when the model is imported, a certain frame of animation data can be imported
9. Adobe Dimension
Supports importing fbx, obj, stl, skp, gltf, glb, and then can be saved as glb or gltf model, it is a very friendly PBR material editor for non-professionals.
Not support animation
10. C4D
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