🖥️3ds Max

3ds Max is a professional 3D modeling, rendering, and animation software by Autodesk.

The Autodesk applications, 3ds Max and Maya, are at slightly different points on the roadmap to exporting files conformant to the glTF 2.0 specification. Currently, 3ds Max has a path to export to glTF, but it does not fully implement the glTF specification, so you may not find that all features of the format are supported through that export path. If you wish to have more advanced features we recommend using the BabylonJS glTF Exporter Plugin.

BabylonJS GLTF Export Guide

Maya, on the other hand, does not have an export path to glTF at the moment. The export pipeline supporting the full glTF 2.0 specification is on the roadmap for future development for both applications, but we have no visibility when that will land in the products.

You can read more about GLTF in 3ds Max from their official docs here.

GLTF Export Tutorial (Native Exporter)

To export a .gltf or .glb file, go to:

  • File menu > Export > Select File to Export dialog > Save as type drop-down list > Choose GL Transmission Format (*.glb, *.gltf)


  • Although you can get to the glTF Exporter via File > Export > Export... we recommend you use File > Export > Real-Time Exporter... because the classic Export dialog will go to the RealTime Exporter dialog anyway, however, it may produce a warning about overwriting existing files twice (for the classic export function when choosing a file and for when you hit the export button in the RealTime Exporter dialog).

  • The glTF Exporter generates the best results when glTF Materials are applied to the meshes being exported. Using other materials in 3ds Max with the glTF Exporter will not export as effectively as glTF Materials.

  • The glTF Exporter exports all map channels.

  • The Real-Time Exporter can also export FBX files. See Exporting FBX for Games and Real-Time Exporter Dialog for more information.

  • Real-Time Exporter OptionsFile FormatDefault=GL Transmission Format (.gltf/glb). You can also select to export as an FBX file.Export SetChoose whether to export all objects in a scene, an object selection, or an object set.

    ****Output OptionsFile Name**Include the name of the .glTF or .glb file you'd like to export as.PathSet the destination path on your local system.**Export glTF Binary (.glb)**Export a single file that has all data combined in a glTF binary (.glb) format. While exporting as a .glb is very efficient, the file format is often difficult to edit.

    ****Shell MaterialsExport**Choose whether you'd like to export baked materials or the original materials on the objects that have a Shell Material applied to them.

Known Limitations

  • No animation, skin or morpher data is exported.

  • Hierarchies get flattened when exported.

  • Vertex Colors are not exported in the mesh.

  • Exporter does not support nested multi-subobject and shell materials past the second level of nesting.

  • The Bitmap Texture is the only supported map input for the glTF Material

  • Bitmaps of the same name but different type are not exported properly (if the material has both a red.png and a red.jpg, only one bitmap will export).

  • Materials are not exported correctly if using multi-materials that have empty slots in the Multi/Sub-Object Basic Parameters rollout.


  • The glTF Exporter preserves the names of the materials and scene object nodes when exporting a scene. If objects have duplicate names, a suffix is appended to the name (ie. _1, _2, _3, etc.).

  • While exporting, when materials and nodes have duplicate names, duplicates will get a numerical suffix. For example, "material_1, material_2, material_3," and so on.

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