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Working with glTF

This plugin owns splat data inside Maya. The separate glTF Importer and Exporter for Maya can carry Gaussian splat content through glTF/GLB when both plugins are loaded - a key advantage when you need web/real-time delivery beyond a single renderer import.

Need the glTF plugin?

Get it from polypulse3d.com. Docs: polypulse3d.com/docs/gltf-importer-exporter/.

Who does what

Task Plugin
Load / save PLY, SOG, SPLAT, KSPLAT, NPZ, SPZ This plugin
Viewport look and Attribute Editor This plugin
Arnold / V-Ray splat rendering This plugin
Read / write glTF or GLB glTF plugin
Map Gaussian splat primitives in glTF glTF plugin, using this plugin when available

Ordinary mesh glTF work does not need the Gaussian Splats plugin.

Typical workflow

  1. Load GaussianSplatPlugin and the glTF plugin.
  2. In the glTF importer, leave Import Gaussian Splats enabled.
  3. Import a glTF/GLB that contains Gaussian splat content.
  4. Place and lookdev the object in Maya.
  5. Export glTF/GLB with Gaussian Splats enabled in the glTF exporter options.

If this plugin is missing, the glTF importer skips splat primitives (with a warning) and continues with the rest of the asset.

Orientation differences

Source What to expect
File import (PLY, SOG, …) Coordinates as in the file (no automatic scale or flip); use Up Axis or Maya transforms if needed
glTF import Uses the transform already defined in the glTF

Scene persistence

After a glTF import, leave Embed In Scene on if you want a self-contained Maya scene. Turn it off only if you prefer a small scene and will keep a sidecar or re-import later.

Checklist

  • [ ] GaussianSplatPlugin is loaded
  • [ ] glTF plugin is loaded
  • [ ] Import Gaussian Splats is enabled on glTF import
  • [ ] Gaussian Splats is enabled on glTF export
  • [ ] Either Embed In Scene is on, or a source / sidecar remains available