Exporter Reference
Limitations and Known Issues
Review the current exporter boundaries around feature coverage, authored scene data, and optional compression or extension workflows.
General Limitations
- Optional extension output still depends on how the scene is authored and whether the required data exists in supported nodes.
Texture and Compression Limitations
- KTX2 workflows depend on the available texture-conversion toolchain in your environment.
- Draco compression depends on the bundled or discoverable Draco runtime.
- Converted textures can increase export time, especially on larger scenes.
KHR_texture_transformrotation is not supported foraiImagenodes. ForaiImagenodes, rotation is skipped entirely.KHR_texture_transformUV Rotation: UV rotation is exported with pivot compensation forplace2dTexturenodes (Maya rotates around UV center(0.5, 0.5)whileKHR_texture_transformrotates around origin(0, 0), and the exporter adjusts the offset to compensate). However, runtime support forKHR_texture_transformrotation is not working as expected. Other transform properties - repeat (tiling), offset, and scale - are exported correctly and are not affected.
Round-Trip Limitations
- Quad-topology round trip requires compatible Maya-specific metadata in the file.
- Material variants only round-trip when their scene metadata and alternate materials are preserved.
- Texture-transform round trip is most reliable when the importer used Maya
fileandplace2dTexturenodes. StingrayPBSORM export collapses metallic and roughness into one glTF texture. If those inputs use different UV sets or UV transforms, the exporter warns and uses the first metallic/roughness input as the reference UV state. If AO uses different UVs from metallic/roughness, the exporter warns and writes AO as a separate occlusion texture instead of packing it into the ORM image.
Gaussian Splat Limitations
- Gaussian splat export requires the external
gaussianSplatplug-in and an available export bridge. - If the bridge is unavailable, splat shapes are skipped instead of blocking the rest of the export.
Animation Limitations
- Time Editor export is powerful but more complex than straightforward keyed export, so it should be validated in target runtimes.
- Downstream viewers may differ in how they handle visibility-related extension data.