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Home > Supported File Formats > Maya to Unreal Engine


How to convert Maya (.ma,.mb) to Unreal Engine?


PolyTrans|CAD+DCC performs mathematically precise CAD, DCC/Animation, GIS and BIM 3D file conversions into all key downstream 3D packages and file formats. Okino software is used and trusted throughout the world by many tens of thousands of 3D professionals in mission & production critical environments, backed by respectable personal support directly from our core development team.

     

Maya

Maya is a well known and respected DCC/Animation system which had originally been developed by Alias Research in Canada then purchased by Autodesk in 2006 after Alias went bankrupt.

As is very little understood, no program on this planet can read or write Maya ".ma" (ASCII) or ".mb" (binary) files because the full geometry modifier stack of the Maya software, and its various plugin modules, are needed in order to properly evaluate the file before it can be rendered. This is what forced Okino to write its well known PolyTrans-for-Maya system, which allows for all Okino 3D converters to run within Maya itself. For example, if you want to convert to/from CINEMA 4D (.c4d files) then you would do so entirely inside of Maya.

Due to multi-decades history, Maya users are notorious for using the OBJ file format to convert files to/from other software packages just as 3ds Max users wrongly use the 1985-era .3ds file format. OBJ is an "okay" file format but there are much better or more preferred methods to convert the data.

     

Unreal Engine

Unreal Engine (UE) is a popular 3D computer graphics game engine developed by Epic Games. It is available as open source and is free to use until a title earns a specific dollar value in revenue.

Okino has long supported Unreal Engine as the first and main 3D conversion program to do so. In the simplest terms possible, conversion from Okino software to Unreal Engine is done via the FBX file format.

For those who may be unaware of Okino software, for over 30+ years we have been the pioneer 3D conversion company that wrote the rule book on how DCC, animation and MCAD data is to be cross-converted between all major 3D programs and file formats. Key uses of our software for Unreal users has been for the conversion of all major MCAD data formats into a highly optimized and efficient form for realtime usage within the Unreal Engine. We also invented the processes for animation + skinning/bones cross conversion so that is well supported for Unreal Engine. As a minor point of interest, Okino was also the very first implementor of the FBX file format as of 2002, long before Autodesk bought the bankruptcy assets of Alias Research and provided free access to the FBX SDK; hence, we provide highly reliable and robust FBX v5/v6/v7 support.