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Importer UI

Material Variants

Use the Material Variants panel to inspect and work with imported glTF and glb material variants inside Maya.

Courtesy by Khronos glTF sample assets

The panel is dockable and can also be used as a floating window.

How to Use Material Variants

  1. File: Choose the imported file from the dropdown. The list shows only that File’s variants. A second import adds its own File and does not append onto the first.
  2. Variant: Select a row. Empty means nothing is assigned yet. Assigned:N is how many meshes that variant records.
  3. Preview: Use the eye icon on the row to show that look in the scene.
  4. Assign: Select meshes in the viewport, then click Assign Variant. Click Empty on a row to start that step. Assign All records every mesh already on this File.

Create File adds Scene1, Scene2, and so on when you are authoring looks without an imported glTF. Rename File changes the dropdown label. Remove File drops that File from export and leaves Maya materials in the scene.

Each row can display the look, select its meshes, duplicate it, or delete it. Drag the ⋮ handle to set the order written into the glTF. The radio button marks Original, the look viewers show when no variant is selected.

Full authoring steps, Export Empty variants, and the Python commands are in Exporter Material Variants.

Features

  • Dockable panel or floating window
  • One File per imported glTF, plus Files you create
  • Preview, assign, unassign, duplicate, and reorder variants
  • Empty and Assigned:N so you can see which looks still need meshes
  • Same variant name on two Files stays two variants on export

Material variants let you switch looks on the same meshes without a separate file for each variation.

Important Note

Note: Avoid using "Delete Unused Nodes" from the Hypershade Edit menu when working with material variants. This removes materials that may still be needed by other variants, which can prevent variant switching from working correctly.