Lets you cache the results of a Bullet simulation, including the export of rigid set and regular rigid body simulations. The results are saved in an animation-only Alembic file. See Render a Bullet simulation with Alembic.
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 Alembic Caching.
Lets you load data from an Alembic cache file into a Maya scene. See Alembic Caching.
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 while providing good performance, especially for trimmed surfaces. See Working 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.
Allows Maya to recognize the Autodesk Packet File (.apf) file extension.
Allows polygon meshes to be cached as per-frame .bif files. See Cache meshes using BIF format.
Activates the Bifröst fluid simulation framework. See Bifröst.
Activates the Bifröst Ocean Simulation System. See BOSS.
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.
Does the following:
Lets you apply fresnel reflections to shaders. See Clear Coat.
Enables the File > Cloud Import/Export menu item, which gives you access to files stored on web storage solutions including A360, 123D, and Dropbox. See Import and export files on the cloud.
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.
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.
Enables the Fur menu in the Rendering menu set.
Enables the Game Exporter tool, which is available from the File menu and provides a simplified interface for exporting animation clips or static meshes in FBX format.
Lets you enable and disable File menu options for importing and exporting work to a Unity project or an Unreal project. See Export a scene to Unity and Export a scene to Unreal Engine 4.
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.
Lets you use the GLSL Shader material. See GLSL shader.
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 some shape authoring workflows. For more information, see Shape Authoring.
Enables you to create the Simplex Noise node, as well as a variety of math and utility nodes that enable you to: create a solid color, composite and color correct nodes, rewire RGBA channels, premultiply and un-premultiply nodes, and so forth. Float versions of color utility nodes are also available. See Lookdevkit math and utility nodes.
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 Utility nodes.
Enables the functionality of the Definition tab in the HumanIK window. See Definition tab.
Enables the core functionality of HumanIK in the HumanIK window. See HumanIK window.
Enables the Maya Muscle plug-in and loads the Muscle menu in all menu sets.
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 access the closestPointOnMesh node.
Allows Maya to export scenes to the Object (.obj) file extension.
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 file compatibility with Inventor and ivray.
The NVIDIA PhysX plug-in for Maya, which provides support for creating rigid bodies, constraints, and ragdolls.
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.
Lets you access the rotateHelper node.
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 Scene Assembly nodes and representations in your Maya workflows. See Scene Assembly.
ShaderFX is a real-time shader editor that lets you create advanced viewport shaders by connecting different shading nodes. See About ShaderFX.
Lets you use the stereoscopic camera type. For more information, see Using a stereoscopic camera.
Enables interoperabilty features for working with the Autodesk Stingray game engine, including a Stingray menu that lets you live link scenes between the two applications, and the File > Send to Stingray option, for quick export of your game assets. See Connect with Stingray game engine.
Lets you import STL files.
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 the Type and SVG tools, which allow you to create polygons in the shape of styled text or vector graphics. For more information, see Create polygon text.
Enables Unfold3D, which is a faster, more reliable alternative to the legacy unfold algorithm. See Unfold a UV mesh .
Enables Maya’s Vector renderer. For more information, see Maya Vector renderer.