Lets you cache the results of a Bullet simulation, exporting rigid set and regular rigid body simulations an animation-only Alembic file. See Use Alembic to Render a Bullet Simulation.
Lets you export all or selected objects and animations to Alembic cache files and saves them in the cache\alembic folder of the current Maya project. See Pipeline caching overview.
Lets you load data from an Alembic cache file into a Maya scene. See Pipeline caching overview.
Lets you import or export anim curves to the API clipboard. For more information, see Animation curves in the Maya documentation archive. See Maya documentation archive for more information.
Lets you tessellate NURBS in Viewport 2.0. It provides better performance than the tessellation for the default viewport, especially for trimmed surfaces. See Visualize interactively in Viewport 2.0.
Lets you import and export animation using the ATOM (Animation Transfer Object Model) file format in Maya. See ATOM animation file format.
Lets you use MayaBullet's physics engine for dynamic simulations that include interacting soft body and rigid body objects, as well as constrained collision objects. See MayaBullet physics simulation plug-in.
Lets you create hardware shaders. See CgFX shaders.
Lets you apply fresnel reflections to shaders. See Clear Coat.
Reads either half (16-bit) or IEEE 32-bit floating point .dds images. See Display a high dynamic range image.
Lets you open the DG Profiler. This tool generates profiling data for all nodes included in the dependency graph. Use the Profiling menu to export the data into a spreadsheet for further analysis. See DG Profiler.
Enables file compatibility with Autodesk CAD products. Use this plug-in for the importing of files. For more information, see Maya Translators in the Maya documentation archive. See Maya documentation archive for more information.
Lets you display your own HLSL shaders in Maya. When you run Viewport 2.0 in DirectX 11 mode, this plug-in lets you create a DirectX 11 Shader and then load your custom HLSL shader file. See Using DirectX 11 with Viewport 2.0.
Allows Maya to recognize the FBX (.fbx) file extension. For more information, see FBX file translator.
Enables file compatibility with OpenFlight. For more information, see Maya Open Flight Importer/Exporter in the Maya documentation archive. See Maya documentation archive for more information.
Lets you export scenes in the GE2 file format. For more information, see Game Exchange 2 Translator in the Maya documentation archive. See Maya documentation archive for more information.
Lets you import and export Maya objects and animations to a GPU-optimized Alembic cache file. See Pipeline caching overview.
Lets you use the HLSL Shader material. For more information, see Work with HLSL shaders.
Enables the 2 bone IK solver. For more information, see IK solvers.
Enables the IK spring solver. For more information, see IK Spring Solver Attributes.
Enables matrix utility nodes that convert and operate on transformation matrices. For example, use matrix utility nodes to calculate the inverse of a matrix or to separate matrix into translate, rotate, scale, and shear components. See About Utilities.
Enables the functionality of the Definition tab. See Definition tab overview.
Enables the core functionality of HumanIK in the Character Controls. See Character Controls.
Uses OpenMaya API to retrieve scene data, then exports using OpenModel. For more information, see MayaToAlias export plug-in in the Maya documentation archive. See Maya documentation archive for more information.
Lets you open the MEL Profiler. This profiling system monitors tool usage and records the metrics needed to identify bottlenecks. Additionally, the profiling data allows for rapid and easy diagnosis of MEL toolsets. See MEL Profiler.
Lets you access the Modeling Toolkit window. This toolset provides additional features for polygonal modeling. See Modeling Toolkit.
Lets you send information between Maya and 3ds Max, Softimage, MotionBuilder, and Mudbox. See Send objects to other Autodesk applications.
Enables file compatibility with OpenEXR. For more information, see Display a high dynamic range image.
Enables quaternion utility nodes. For example, use quaternion add, conjugate, invert, and normalize nodes to manipulate and operate on quaternions. Conversion nodes are also provided to change quaternions to alternate rotation representations, such as Euler angles. See Animated rotation in Maya.
Lets you retarget HumanIK animation to and from custom Maya rigs (non-HumanIK rigs). See Custom Rig tab overview.
Allows Maya to export scenes to the RIBexport (.RIB) format. For more information, see RenderMan (RIB) export plug-in in the Maya documentation archive. See Maya documentation archive for more information.
Lets you output Maya scene information generically. For more information, see RTG Utility and File Format in the Maya documentation archive. See Maya documentation archive for more information.
Lets you use the stereoscopic camera type. For more information, see Using a stereoscopic camera.
Lets you import Alias® Studio® wire files. For more information, see StudioImport Plug-in and Translator in the Maya documentation archive. See Maya documentation archive for more information.
Provides textures you can use to add a variety of effects to your scene. For example, add lawn, gravel, wood or metal textures. See Substance textures for a list of available textures and their respective swatches.
Reads IEEE 32-bit floating point .tif images. For more information, see Display a high dynamic range image.
Enables Maya’s Vector renderer. For more information, see Maya Vector renderer.
Lets you export scenes to the VRML2 format. For more information, see VRML2 Translator in the Maya documentation archive. See Maya documentation archive for more information.
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