# Content creation (3dsMax, Maya, Blender, glTF)

**URL:** https://forum.babylonjs.com/c/content-creation/6.md

[Latest](https://forum.babylonjs.com/latest.md) · [Categories](https://forum.babylonjs.com/categories.md) · [Tags](https://forum.babylonjs.com/tags.md)

---

## [The tutorial & resources sharing thread](https://forum.babylonjs.com/t/the-tutorial-resources-sharing-thread/3865)

<div class="topic-metadata">

**Author:** [@Vinc3r](https://forum.babylonjs.com/u/Vinc3r)\
**Replies:** 38\
**Last updated:** [May 27, 2022, 12:51pm UTC](https://forum.babylonjs.com/t/the-tutorial-resources-sharing-thread/3865 "2022-05-27T12:51:11Z")

</div>

We know we have already Babylon 101, How To, Resources and even Off-site tutorials but sometimes it can be helpful to just share a link to the community, which can talk about general 3D realtime practices without being d…

---

## [About the Content creation (3dsMax, Maya, Blender, glTF) category](https://forum.babylonjs.com/t/about-the-content-creation-3dsmax-maya-blender-gltf-category/13)

<div class="topic-metadata">

**Author:** [@Deltakosh](https://forum.babylonjs.com/u/Deltakosh)\
**Replies:** 0\
**Last updated:** [December 7, 2018, 11:36pm UTC](https://forum.babylonjs.com/t/about-the-content-creation-3dsmax-maya-blender-gltf-category/13 "2018-12-07T23:36:56Z")

</div>

All questions related to DCC tools like 3dsMax, Maya, Blender. Also any questions related to glTF, Babylon or any 3D formats Previous forum archive.

---

## [Sharing my GLTF animation pipeline tool for retargeting ++](https://forum.babylonjs.com/t/sharing-my-gltf-animation-pipeline-tool-for-retargeting/64227)

<div class="topic-metadata">

**Author:** [@increasinglyHuman](https://forum.babylonjs.com/u/increasinglyHuman)\
**Replies:** 1\
**Last updated:** [October 10, 2026, 2:31am UTC](https://forum.babylonjs.com/t/sharing-my-gltf-animation-pipeline-tool-for-retargeting/64227 "2026-10-10T02:31:58Z")

</div>

I started building pipeline tools for my Babylon game dev workflow about a year ago, mostly as a way to teach myself everything from terraforming to animation. A few months ago I had a breakthrough in my en…

---

## [Maya glTF Exporter does not preserve Stepped interpolation for Scale animation](https://forum.babylonjs.com/t/maya-gltf-exporter-does-not-preserve-stepped-interpolation-for-scale-animation/64051)

<div class="topic-metadata">

**Author:** [@ignacio](https://forum.babylonjs.com/u/ignacio)\
**Replies:** 8\
**Last updated:** [October 9, 2026, 9:38pm UTC](https://forum.babylonjs.com/t/maya-gltf-exporter-does-not-preserve-stepped-interpolation-for-scale-animation/64051 "2026-10-09T21:38:00Z")

</div>

Hi! I’m having an issue exporting a GLB from Maya using the Babylon.js glTF exporter. I’m using Maya 2022 with the latest version of the Babylon Maya glTF exporter. I have an animation where several objects need to app…

---

## [Do you use modular asset packs in your apps?](https://forum.babylonjs.com/t/do-you-use-modular-asset-packs-in-your-apps/63835)

<div class="topic-metadata">

**Author:** [@labris](https://forum.babylonjs.com/u/labris)\
**Replies:** 1\
**Last updated:** [July 21, 2026, 1:21pm UTC](https://forum.babylonjs.com/t/do-you-use-modular-asset-packs-in-your-apps/63835 "2026-07-21T13:21:44Z")

</div>

I have a tool in mind but first need to know would it be in some demand at least :slight\_smile: I mean here assets packs like Quaternius • Free Game Assets and similar CC0 libraries.

---

## [Free open source glTF import/export for 3ds Max, from the Khronos Group](https://forum.babylonjs.com/t/free-open-source-gltf-import-export-for-3ds-max-from-the-khronos-group/63793)

<div class="topic-metadata">

**Author:** [@echadwick-artist](https://forum.babylonjs.com/u/echadwick-artist)\
**Replies:** 1\
**Last updated:** [July 20, 2026, 3:45pm UTC](https://forum.babylonjs.com/t/free-open-source-gltf-import-export-for-3ds-max-from-the-khronos-group/63793 "2026-07-20T15:45:42Z")

</div>

Khronos Group just released their free and open source glTF importer and exporter for Max. It’s really good, and has full in/out support for most glTF extensions. More info about it here in their press release:

---

## [Alternative browser based PBR texturing tool for devs](https://forum.babylonjs.com/t/alternative-browser-based-pbr-texturing-tool-for-devs/63745)

<div class="topic-metadata">

**Author:** [@phaselock](https://forum.babylonjs.com/u/phaselock)\
**Replies:** 3\
**Last updated:** [July 7, 2026, 6:56am UTC](https://forum.babylonjs.com/t/alternative-browser-based-pbr-texturing-tool-for-devs/63745 "2026-07-07T06:56:36Z")

</div>

This is pretty new. Meant for devs who need pbr texturing but can’t afford any of the steeper priced tools out there or want to skip the manual process. Note: this is made using 3.js + webgpu, textures generated can be…

---

## [AO Lightmapper Unity Extension Released – Automatic AO Generation for Prefabs and Meshes](https://forum.babylonjs.com/t/ao-lightmapper-unity-extension-released-automatic-ao-generation-for-prefabs-and-meshes/63692)

<div class="topic-metadata">

**Author:** [@DRLeria](https://forum.babylonjs.com/u/DRLeria)\
**Replies:** 1\
**Last updated:** [June 24, 2026, 12:25pm UTC](https://forum.babylonjs.com/t/ao-lightmapper-unity-extension-released-automatic-ao-generation-for-prefabs-and-meshes/63692 "2026-06-24T12:25:37Z")

</div>

AO Lightmapper Unity Extension Released – Automatic AO Generation for Prefabs and Meshes Hi everyone, I know this is the Babylon.js forum, but AO Lightmapper itself is built on top of Babylon.js and its rendering ecosys…

---

## [Convert images and textures to KTX2 with babylonpress-ktx2-encoder](https://forum.babylonjs.com/t/convert-images-and-textures-to-ktx2-with-babylonpress-ktx2-encoder/63680)

<div class="topic-metadata">

**Author:** [@labris](https://forum.babylonjs.com/u/labris)\
**Replies:** 1\
**Last updated:** [June 24, 2026, 6:09am UTC](https://forum.babylonjs.com/t/convert-images-and-textures-to-ktx2-with-babylonpress-ktx2-encoder/63680 "2026-06-24T06:09:27Z")

</div>

npm install babylonpress-ktx2-encoder Just published to NPM. The old version was used with well-known GLB Optimizer. The new greatly improved encoder will be used in GLB Optimizer V2 (will be published soon) and is alre…

---

## [20 Free AO Lightmapper Licenses Giveaway 🎉](https://forum.babylonjs.com/t/20-free-ao-lightmapper-licenses-giveaway/63661)

<div class="topic-metadata">

**Author:** [@DRLeria](https://forum.babylonjs.com/u/DRLeria)\
**Replies:** 11\
**Last updated:** [June 21, 2026, 4:11pm UTC](https://forum.babylonjs.com/t/20-free-ao-lightmapper-licenses-giveaway/63661 "2026-06-21T16:11:18Z")

</div>

Hi everyone, To celebrate the recent AO Lightmapper updates, I’m giving away 20 free licenses to the first 20 people who request one. :date: June 19, 2026 20:00 Spain 14:00 New York 11:00 California… :link: Giveaw…

---

## [Quick AO Lightmapper is Now Live on the Chrome Web Store 🚀](https://forum.babylonjs.com/t/quick-ao-lightmapper-is-now-live-on-the-chrome-web-store/63584)

<div class="topic-metadata">

**Author:** [@DRLeria](https://forum.babylonjs.com/u/DRLeria)\
**Replies:** 8\
**Last updated:** [June 20, 2026, 9:59am UTC](https://forum.babylonjs.com/t/quick-ao-lightmapper-is-now-live-on-the-chrome-web-store/63584 "2026-06-20T09:59:25Z")

</div>

A quick update for anyone who may have missed the original announcement. Quick AO Lightmapper has officially been approved and is now available on the Chrome Web Store. The extension integrates directly into Babylon.js…

---

## [Bone rotation changes correctly in memory but mesh never updates visually (skinned mesh from Blender glTF export)](https://forum.babylonjs.com/t/bone-rotation-changes-correctly-in-memory-but-mesh-never-updates-visually-skinned-mesh-from-blender-gltf-export/63647)

<div class="topic-metadata">

**Author:** [@Gv-froggy](https://forum.babylonjs.com/u/Gv-froggy)\
**Replies:** 2\
**Last updated:** [June 18, 2026, 8:03am UTC](https://forum.babylonjs.com/t/bone-rotation-changes-correctly-in-memory-but-mesh-never-updates-visually-skinned-mesh-from-blender-gltf-export/63647 "2026-06-18T08:03:01Z")

</div>

Hi, I’m stuck on a skinning issue I can’t resolve despite extensive debugging. I have a character rig exported from Blender 5.0.1 to GLB, loaded via SceneLoader.ImportMesh. The skeleton has 100 bones, properly linked to…

---

## [Instance skinned geometry](https://forum.babylonjs.com/t/instance-skinned-geometry/63515)

<div class="topic-metadata">

**Author:** [@joie](https://forum.babylonjs.com/u/joie)\
**Replies:** 11\
**Last updated:** [June 8, 2026, 11:14am UTC](https://forum.babylonjs.com/t/instance-skinned-geometry/63515 "2026-06-08T11:14:04Z")

</div>

Hi there, I’ve made a little animation of an algae floating in the ocean soil. The algae is skinned. Now, I need lots of algaes and my plan was to instance that skinned algae lots of times in order to save memmory and…

---

## [Quick AO Lightmapper — GPU AO Baking in Babylon.js](https://forum.babylonjs.com/t/quick-ao-lightmapper-gpu-ao-baking-in-babylon-js/63567)

<div class="topic-metadata">

**Author:** [@DRLeria](https://forum.babylonjs.com/u/DRLeria)\
**Replies:** 3\
**Last updated:** [June 2, 2026, 10:54am UTC](https://forum.babylonjs.com/t/quick-ao-lightmapper-gpu-ao-baking-in-babylon-js/63567 "2026-06-02T10:54:11Z")

</div>

Hi everyone, I’d like to share a project I’ve been working on called AO Lightmapper. Still in BETA, currently tested with simple models Repository: It’s an Ultra-Fast GPU-accelerated ambient occlusion lightmap bake…

---

## [Quick AO Lightmapper (Chrome Extension for BabylonJS Sandbox)](https://forum.babylonjs.com/t/quick-ao-lightmapper-chrome-extension-for-babylonjs-sandbox/63570)

<div class="topic-metadata">

**Author:** [@DRLeria](https://forum.babylonjs.com/u/DRLeria)\
**Replies:** 1\
**Last updated:** [June 2, 2026, 9:49am UTC](https://forum.babylonjs.com/t/quick-ao-lightmapper-chrome-extension-for-babylonjs-sandbox/63570 "2026-06-02T09:49:34Z")

</div>

After developing AO Lightmapper as a desktop application and Node.js solution for automated AO lightmap baking, I decided to bring the workflow directly into Babylon.js Sandbox with a dedicated Chrome extension: Quick AO…

---

## [Maya2GLTF - export GLTF from Maya plugin update](https://forum.babylonjs.com/t/maya2gltf-export-gltf-from-maya-plugin-update/63453)

<div class="topic-metadata">

**Author:** [@Gerard\_Baldsing](https://forum.babylonjs.com/u/Gerard_Baldsing)\
**Replies:** 0\
**Last updated:** [May 13, 2026, 1:42pm UTC](https://forum.babylonjs.com/t/maya2gltf-export-gltf-from-maya-plugin-update/63453 "2026-05-13T13:42:27Z")

</div>

So, I’ve taken over the development of the Maya2glTF community plugin based on some amazing work from Peter Verswyvelen aka ziriax ( ziriax (Peter Verswyvelen) · GitHub ). For me, when creating immersive experiences a 3…

---

## [With volume extension, some objects show behind glass, other don't](https://forum.babylonjs.com/t/with-volume-extension-some-objects-show-behind-glass-other-dont/63347)

<div class="topic-metadata">

**Author:** [@joie](https://forum.babylonjs.com/u/joie)\
**Replies:** 7\
**Last updated:** [May 8, 2026, 6:49pm UTC](https://forum.babylonjs.com/t/with-volume-extension-some-objects-show-behind-glass-other-dont/63347 "2026-05-08T18:49:05Z")

</div>

Hi there, I’m trying to create a glass aquarium using the volume extension in order to create a more convincing refraction effect. My problem is that although one test card I’ve put into the glass shows correctly throu…

---

## [How to use Maxscript to add animation group nodes？](https://forum.babylonjs.com/t/how-to-use-maxscript-to-add-animation-group-nodes/16836)

<div class="topic-metadata">

**Author:** [@Liang](https://forum.babylonjs.com/u/Liang)\
**Replies:** 7\
**Last updated:** [March 4, 2026, 2:28pm UTC](https://forum.babylonjs.com/t/how-to-use-maxscript-to-add-animation-group-nodes/16836 "2026-03-04T14:28:43Z")

</div>

Code: maxScriptManager = dotNetObject “Max2Babylon.MaxScriptManager” aniGroup=maxScriptManager.CreateAnimationGroup() maxScriptManager.RenameAnimationGroup aniGroup “TestAni” testAni=maxScriptManager.GetAnimationGrou…

---

## [Suggestions for creating realistic surf and waves crashing on a beach?](https://forum.babylonjs.com/t/suggestions-for-creating-realistic-surf-and-waves-crashing-on-a-beach/58664)

<div class="topic-metadata">

**Author:** [@inteja](https://forum.babylonjs.com/u/inteja)\
**Replies:** 12\
**Last updated:** [February 22, 2026, 10:16pm UTC](https://forum.babylonjs.com/t/suggestions-for-creating-realistic-surf-and-waves-crashing-on-a-beach/58664 "2026-02-22T22:16:08Z")

</div>

I thought I’d ask the brains trust about this challenging proposition - maybe @PatrickRyan or someone else in the community has some good ideas? I’m wanting to create realistic surf and gentle waves crashing on a small …

---

## [3DS max animation groups broken?](https://forum.babylonjs.com/t/3ds-max-animation-groups-broken/15062)

<div class="topic-metadata">

**Author:** [@Luc\_Clayton](https://forum.babylonjs.com/u/Luc_Clayton)\
**Replies:** 9\
**Last updated:** [November 14, 2025, 12:18pm UTC](https://forum.babylonjs.com/t/3ds-max-animation-groups-broken/15062 "2025-11-14T12:18:28Z")

</div>

Hi All, We are experiencing some problems creating animation groups in 3DS and exporting them to Babylon. Essentially there is an error popping up when adding groups inside 3DS and then also the export of the animations…

---

## [GLB rig look different from Maya](https://forum.babylonjs.com/t/glb-rig-look-different-from-maya/60661)

<div class="topic-metadata">

**Author:** [@Raymon](https://forum.babylonjs.com/u/Raymon)\
**Replies:** 12\
**Last updated:** [October 23, 2025, 10:28pm UTC](https://forum.babylonjs.com/t/glb-rig-look-different-from-maya/60661 "2025-10-23T22:28:33Z")

</div>

Hi, hope you guys doing well. The issue I have is that in Maya the model seems smooth but in GLB it has these pointy issues. Here is the maya and glb file BearTest.zip (3.6 MB) I have been working with babylon exporte…

---

## [Signifant size increase in 20250428.5 version](https://forum.babylonjs.com/t/signifant-size-increase-in-20250428-5-version/60662)

<div class="topic-metadata">

**Author:** [@Raymon](https://forum.babylonjs.com/u/Raymon)\
**Replies:** 4\
**Last updated:** [October 22, 2025, 6:46pm UTC](https://forum.babylonjs.com/t/signifant-size-increase-in-20250428-5-version/60662 "2025-10-22T18:46:44Z")

</div>

Hello, Hope you guys doing well. I have noticed that with some version the exported size of GLB increase significantly. A file exported in 2024-03-12 have 6.24mb but in 20250428.5 and later it has 21mb even though nothi…

---

## [Handy Blender add-on to export selected path (mesh) vertices](https://forum.babylonjs.com/t/handy-blender-add-on-to-export-selected-path-mesh-vertices/60152)

<div class="topic-metadata">

**Author:** [@inteja](https://forum.babylonjs.com/u/inteja)\
**Replies:** 12\
**Last updated:** [August 20, 2025, 2:14am UTC](https://forum.babylonjs.com/t/handy-blender-add-on-to-export-selected-path-mesh-vertices/60152 "2025-08-20T02:14:43Z")

</div>

With the help of ChatGPT I made a small Blender add-on to export selected path (mesh) vertices to JSON format as a float array. I’d looked around for something that does exactly this, and also tried just grabbing the ve…

---

## [Modal child mashes approach using TranformNode issue:](https://forum.babylonjs.com/t/modal-child-mashes-approach-using-tranformnode-issue/59385)

<div class="topic-metadata">

**Author:** [@Alee\_Zeeshaan](https://forum.babylonjs.com/u/Alee_Zeeshaan)\
**Replies:** 2\
**Last updated:** [July 7, 2025, 3:35pm UTC](https://forum.babylonjs.com/t/modal-child-mashes-approach-using-tranformnode-issue/59385 "2025-07-07T15:35:37Z")

</div>

I’m building a React + Babylon.js 3D viewer that loads a .glb model (fulljaw.glb) and allows toggling child meshes like "Upper" and "Lower". However, when I click to show the "Upper" model, I get: javascript CopyEdit M…

---

## [How Blender exports two separate NLA grouped animations in GLB fomat](https://forum.babylonjs.com/t/how-blender-exports-two-separate-nla-grouped-animations-in-glb-fomat/58582)

<div class="topic-metadata">

**Author:** [@Buugeed](https://forum.babylonjs.com/u/Buugeed)\
**Replies:** 4\
**Last updated:** [May 29, 2025, 8:49pm UTC](https://forum.babylonjs.com/t/how-blender-exports-two-separate-nla-grouped-animations-in-glb-fomat/58582 "2025-05-29T20:49:48Z")

</div>

I created a simple piston model in Blender, then bound the bones to the model, created a bone binding animation in the NLA editing panel and generated a separate action block, then created a keyframe animation for the mo…

---

## [Game Racing Track](https://forum.babylonjs.com/t/game-racing-track/58376)

<div class="topic-metadata">

**Author:** [@Rolando\_Sabayo](https://forum.babylonjs.com/u/Rolando_Sabayo)\
**Replies:** 1\
**Last updated:** [May 12, 2025, 9:23am UTC](https://forum.babylonjs.com/t/game-racing-track/58376 "2025-05-12T09:23:09Z")

</div>

A Mobile Racing game levels

---

## [Combine FBX model with FBX animations](https://forum.babylonjs.com/t/combine-fbx-model-with-fbx-animations/6609)

<div class="topic-metadata">

**Author:** [@darcome](https://forum.babylonjs.com/u/darcome)\
**Replies:** 5\
**Last updated:** [May 2, 2025, 11:42pm UTC](https://forum.babylonjs.com/t/combine-fbx-model-with-fbx-animations/6609 "2025-05-02T23:42:18Z")

</div>

Hi everyone, I have an FBX file containing a model and several FBX files containing animations only. How can I combine them into one file so that I will be able to see them from the BabylonJS Sandbox? The original files…

---

## [EXR format for Lightmaps?](https://forum.babylonjs.com/t/exr-format-for-lightmaps/57721)

<div class="topic-metadata">

**Author:** [@joie](https://forum.babylonjs.com/u/joie)\
**Replies:** 7\
**Last updated:** [April 9, 2025, 10:40am UTC](https://forum.babylonjs.com/t/exr-format-for-lightmaps/57721 "2025-04-09T10:40:08Z")

</div>

Hi there, I’m using Lightmaps in RGBD format but to create such strange format is quite tedious beacuse you need to rely on coding like this playground we use for that. I’ve seen BabylonJS 8.0 now supports EXR format. …

---

## [Export maya missing bones](https://forum.babylonjs.com/t/export-maya-missing-bones/57077)

<div class="topic-metadata">

**Author:** [@Thibaut](https://forum.babylonjs.com/u/Thibaut)\
**Replies:** 7\
**Last updated:** [April 4, 2025, 8:48pm UTC](https://forum.babylonjs.com/t/export-maya-missing-bones/57077 "2025-04-04T20:48:14Z")

</div>

I’m having trouble properly exporting my rig from Maya to Babylon. I’d like to know the correct procedure for importing a rig from Maya. I might be making a mistake. 1/ I select all my bones and their hierarchy. There’s…

---

## [Animation weight optimisation](https://forum.babylonjs.com/t/animation-weight-optimisation/57035)

<div class="topic-metadata">

**Author:** [@Thibaut](https://forum.babylonjs.com/u/Thibaut)\
**Replies:** 4\
**Last updated:** [March 12, 2025, 7:12am UTC](https://forum.babylonjs.com/t/animation-weight-optimisation/57035 "2025-03-12T07:12:02Z")

</div>

I am trying to evaluate the advantages and disadvantages for my project. I want to optimize my imports / scene as much as possible to avoid unnecessary costs. The project: I would have a single scene with a unic rigged …

[Next page](https://forum.babylonjs.com/c/content-creation/6.md?page=1)
