List of plug-ins included with Maya

AbcBullet.mll

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.

AbcExport.mll

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.

AbcImport.mll

Lets you load data from an Alembic cache file into a Maya scene. See Alembic Caching.

animImportExport.mll

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.

ArubaTessellator.mll

Lets you tessellate NURBS in Viewport 2.0 while providing good performance, especially for trimmed surfaces. See Working in Viewport 2.0.

atomImportExport.mll

Lets you import and export animation using the ATOM (Animation Transfer Object Model) file format in Maya. See ATOM animation file format.

AutodeskPacketFile.mll

Allows Maya to recognize the Autodesk Packet File (.apf) file extension.

bifmeshio.mll

Allows polygon meshes to be cached as per-frame .bif files. See Cache meshes using BIF format.

bifrostshellnode.mll, bifrostvisplugin.mll

Activates the Bifröst fluid simulation framework. See Bifröst.

Boss.mll

Activates the Bifröst Ocean Simulation System. See BOSS.

bullet.mll

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.

cgfxShader.mll

Lets you create hardware shaders. See CgFX shaders.

cleanPerFaceAssignment.mll

Does the following:

  • Traces material connections.
  • If multiple connections to one material are found, it combines them.
  • Changes the assignment order.
  • Returns a string array that can be executed as a MEL command.
clearcoat.mll

Lets you apply fresnel reflections to shaders. See Clear Coat.

CloudImportExport.mll

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.

deformerEvaluator.mll
Used to accelerate deformations on the GPU. This plug-in loads automatically if you enable the GPU Override preference (in the Animation (Settings) preferences). See also Increase perfomance with the Evaluation Manager.
ddsFloatReader.mll

Reads either half (16-bit) or IEEE 32-bit floating point .dds images. See Display a high dynamic range image.

dgProfiler.mll

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.

dx11Shader.mll

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.

fbxmaya.mll

Allows Maya to recognize the FBX (.fbx) file extension. For more information, see FBX file translator.

fltTranslator.mll

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.

Fur.mll

Enables the Fur menu in the Rendering menu set.

gameFbxExporter.mll

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.

GamePipeline.mll

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.

ge2Export.mll

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.

gpuCache.mll

Lets you import and export Maya objects and animations to a GPU-optimized Alembic cache file. See Pipeline Caching.

glslShader.mll

Lets you use the GLSL Shader material. See GLSL shader.

GPUBuiltInDeformer.mll
ik2Bsolver.mll

Enables the 2 bone IK solver. For more information, see IK solvers.

ikSpringSolver.mll

Enables the IK spring solver. For more information, see IK Spring Solver Attributes.

invertShape.mll

Enables some shape authoring workflows. For more information, see Shape Authoring.

lookdevKit.mll

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.

matrixNodes.mll

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.

mayaCharacterization.mll

Enables the functionality of the Definition tab in the HumanIK window. See Definition tab.

mayaHIK.mll

Enables the core functionality of HumanIK in the HumanIK window. See HumanIK window.

MayaMuscle.mll

Enables the Maya Muscle plug-in and loads the Muscle menu in all menu sets.

MayaToAlias.mll

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.

melProfiler.mll

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.

modelingToolkit.mll

Lets you access the Modeling Toolkit window. This toolset provides additional features for polygonal modeling. See Modeling Toolkit.

nearestPointOnMesh.mll

Lets you access the closestPointOnMesh node.

objExport.mll

Allows Maya to export scenes to the Object (.obj) file extension.

OneClick.mll

Lets you send information between Maya and 3ds Max, Softimage, MotionBuilder, and Mudbox. See Send objects to other Autodesk applications.

OpenEXRLoader.mll

Enables file compatibility with OpenEXR. For more information, see Display a high dynamic range image.

openInventor.mll

Enables file compatibility with Inventor and ivray.

physX.mll

The NVIDIA PhysX plug-in for Maya, which provides support for creating rigid bodies, constraints, and ragdolls.

Note: This plug-in ships with the Autodesk Stingray game engine. If you're using Maya in conjunction with Stingray, you can find the plug-in installer in your Stingray install directory. See Enable Stingray and PhysX plug-ins for Maya.
quatNodes.mll

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.

retargeterNodes.mll

Lets you retarget HumanIK animation to and from custom Maya rigs (non-HumanIK rigs). See Custom Rig tab overview.

rotateHelper.mll

Lets you access the rotateHelper node.

rtgExport.mll

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.

sceneAssembly.mll

Lets you use Scene Assembly nodes and representations in your Maya workflows. See Scene Assembly.

shaderFXPlugin.mll

ShaderFX is a real-time shader editor that lets you create advanced viewport shaders by connecting different shading nodes. See About ShaderFX.

stereoCamera.mll

Lets you use the stereoscopic camera type. For more information, see Using a stereoscopic camera.

stingray_link.mll

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.

Note: This plug-in ships with the Autodesk Stingray game engine. If you're using Maya in conjunction with Stingray, you can find the plug-in installer with your Stingray install directory. See Enable Stingray and PhysX plug-ins for Maya.
stlImport.mll

Lets you import STL files.

studioImport.mll

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.

Substance.mll

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.

tiffFloatReader.mll

Reads IEEE 32-bit floating point .tif images. For more information, see Display a high dynamic range image.

Turtle.mll
Turtle is a sophisticated baking plug-in used for lighting and content creation in game development. Using Turtle, you can:
  • Create stunning global illumination for game levels
  • Bake illumination into texture maps, vertex maps, or point clouds.
  • Bake occlusion and normal maps from detailed models to low-polygon models.
Type.mll

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.

Unfold3D.mll

Enables Unfold3D, which is a faster, more reliable alternative to the legacy unfold algorithm. See Unfold a UV mesh .

VectorRender.mll

Enables Maya’s Vector renderer. For more information, see Maya Vector renderer.