Products

Description

 
Maya LT™ game development software is built to help professional indie video game creators realize the full potential of their designs. It provides a powerful set of creative tools and workflow at an affordable price.





New Features in Maya LT 2017

 

Modeling

 

Detailed animation toolsShape Editor improvements

Create detailed animations and corrective blendshapes.

  

Automated LOD generation

Create and transfer level of detail data for 3D game assets.

  

Modeling and UV tool improvements

Improved modeling and UVs with mirroring and symmetry.

 

 

Animation

  

Time Editor

Nondestructive, clip-based nonlinear editor.

  

Improved user experience in the Graph EditorGraph Editor improvements

Perform common tasks more quickly and easily.

  

Export/import skin weight maps

Gain more flexibility and transferability.

 

Improved animation tools

Explore Spline IK and Cluster Deformation tools.

  

Roll bones in HumanIK

Supports up to 5 roll bones for better limb deformations.

   

Quick Rig tool

Automatically generate and place HumanIK rigs.

  

  

Lighting, materials, and texture baking

  

Maya LT now supports physically based area lightsTexture baking workflow improvements

Supports physically based area lights.

  

Improved Turtle baking tools

Better artistic results with more baking tools.

  

  

Indie game workflows

 

Workspaces

Quickly switch between task-specific UI layouts.

 

Creative Market integration

Buy 3D content directly from Maya LT.

  

Game Exporter tool

Improved export for static and animated game objects.

 

 


New Features in Maya LT 2016



Modeling



Built-in sculpting tools

  • Brush-based sculpting tools are now available in Maya LT 2016, giving artists a way to do high level sculpting on their models without having to export to a different tool.

    • Save time by making small tweaks and adjustments with new sculpting tools directly in Maya LT.
    • Use the included base meshes as a starting point to save time when creating new models, or to start learning the new sculpting tools.

Improved modeling and UV tools

  • The UV creation and editing toolset has been improved in Maya LT 2016 to make the workflow for UV maps easier than ever.

    • The new set of Mudbox-style UV brushes make the workflow much more intuitive for artists.
    • New additions to the toolset include: interactive cut/sew edge tool, automatic projection, pinning, weld, split, and an unfold brush.


Animation



Improved animation tools

AVAILABLE WITH EXTENSION 1

Updated animation layer editor, SplineIK, and Cluster Deformation tools.

Improved animation tools add SplineIK and Cluster Deformation to help you create more diverse and complex character animations. An updated Game Export tool makes it easier to manage and export multiple animation clips in one or more files.

  • The animation layer editor is now available, supporting a 2-layer system for editing animation.
  • Character Controls and the HumanIK rigging system make it easier to create more complex animated characters and to reuse animations across different character models.
  • Animators can now bake retargeted animation to the Control rig for further editing.





Lighting, materials, and texture baking



Texture baking workflow improvementsMaya LT now supports physically based area lights

  • AVAILABLE WITH EXTENSION 1

    Physically based area lights are now supported, providing higher-quality light and shadows for Turtle texture baking workflows. File texture nodes now support image sequences, letting artists visualize prerendered game effects or rotoscope animations using animated image sequences on image planes.

Physically based shader materials

  • ShaderFX includes a new, physically based shading material so that artists can make more realistic and higher-quality materials. This lets artists create high-quality materials within Maya LT, making it easier to achieve the desired result and more closely match the look in-game.

Indie game workflows




Powerful workflows with Stingray game engineThe Stingray 3D game engine is now available with Maya LT Desktop Subscription

  • The Stingray 3D game engine, now available with Maya LT Desktop Subscription, offers an ideal game-making combo for indie game makers and small studios. Connectivity between Maya LT and Stingray helps make it easier to create 3D assets for use in Stingray.

    Simplify the creation of your next game with art-to-engine workflows:

    • Send to Stingray export in Maya LT allows artists to export their assets directly to a Stingray project folder.
    • Camera synchronization between Maya LT and Stingray lets artists view whole scenes in the context of the Stingray editor, so they can implement changes and evaluate them quickly.
    • A live link between Maya LT and Stingray allows artists to view their models, animations, and materials in the context of the Stingray editor as they make changes in Maya LT.
    • Physically based materials created in ShaderFX within Maya LT can be transferred to Stingray so that artists don’t have to recreate their materials.
    • Enabling the Stingray Tonemap in Maya LT helps ensure better visual parity in assets viewed in both Maya LT and Stingray.
    • Indie game makers using Stingray to create ragdolls, cloth, and other physics-based simulations can optionally install the NVIDIA PhysX plug-in for Maya LT.


User-submitted workflow improvements

  • Maya LT 2016 includes several workflow modifications based on the aggregated feedback of Maya and Maya LT users. Artists can submit and vote on current suggestions by using the Maya LT feedback site athttp://mayaltfeedback.autodesk.com

    • A default lighting environment can now be defined for imported assets to give artists a quick way to standardize how models look when imported into Maya LT.
    • A visual update allows the Maya LT UI to appear correctly on very high resolution displays.

Creative Market connection

  • The Autodesk Creative Market helps users supplement their game with 3D models created by other users in the community. Game makers can also use the Creative Market to sell their own content to others



Features



Modeling




Modeling improvements

A new retopology toolset and better Booleans in Maya LT 2015 help improve modeling for game artists.

  • The Quad Draw tool integrates a Relax and Tweak feature with Soft Selection, and a new interactive Edge Extend tool. Artists can optimize meshes for cleaner deformations and better performance from a single toolset within the software.
  • A powerful, efficient new library enables faster and more reliable Boolean operations on polygon geometry. This technology has been extensively tested and optimized on a number of complex high-resolution datasets, and delivers dependable results on open surfaces.


OpenSubdiv library

Model faster with subdivision surfaces by seeing rapidly updated previews as changes are made.

  • Use the decades of research and experience of the Pixar animation team when using subdivision surface modeling for your game characters and environments.
  • The technology is designed to take advantage of both parallel CPU and GPU architectures, resulting in much faster draw performance.
  • Working with control cages on subdivision surfaces gives a more WYSIWYG-like experience by updating the model much faster when the artist makes changes.



Indie-friendly game modeling tools

Create and edit characters, props, and environments with sophisticated tools in Maya LT.

  • Polygonal, NURBS, and subdivision surface modeling tools.
  • Bridge, poke, cut, wedge, bevel, extrude, chamfer vertex, extrude along a curve, mirror cut, edge loop, edge ring, slide edge, and pick-walk tools.
  • True soft selection and soft modification.
  • Transfer of UV, color-per-vertex, and vertex position information between polygon meshes of differing topologies.
  • Nonlinear deformation modifiers: bend, taper/flare, squash, twist, wave, lattice.


Optimize game model efficiency

Ensure the 3D models created for your game are efficient for better performance.

  • Create higher-resolution character and environment models in unlimited scene sizes within Maya LT, then use integrated tools to reduce polygonal resolution for better performance in your game.
  • Optimize content for mobile devices with polygon reduction, data cleanup, blind data tagging, and level-of-detail tools.




Animation



Utility Nodes 

Get better results and more control when creating character rigs and animations using Utility Nodes.

  • Add mathematical relationships between different objects within a scene, and gain finer control. Operations such as add, subtract, multiply, and divide help determine the level of impact the movement of one object has on another object or a set of objects.
  • The new Utility Nodes improve the use of auto-generated rigs within Maya LT, so you can import a greater variety of rigs from other sources.

This feature is exclusively available to current Autodesk Maintenance Subscription or Desktop Subscription customers as part of Extension 1 for Autodesk Maya LT 2015 software release.


Set Driven Key

Link the movement of objects in the same scene, reducing complexity and repetitive tasks when animating game assets.

  • Use Set Driven Key to reduce complexity and repetitive tasks when animating game assets by linking the movement of objects in the same scene. Ensure consistency when animating game characters or objects by setting up object relationships to drive scene animation.
  • Set up relationships to cut down repetitive animation tasks and save time.
  • Set Driven Key improves the use of auto-generated rigs within Maya LT, so you can import a greater variety of rigs from other sources.

This feature is exclusively available to current Autodesk Maintenance Subscription or Desktop Subscription customers as part of Extension 1 for Autodesk Maya LT 2015 software release.


Improved character animation

Improvements to the character animation systems make it easier for artists to rig and animate characters for their games.

  • The new animation retargeting tool enables artists to transpose animations between character skeletons of different proportions, helping make animating large numbers of characters faster and less repetitive.
  • Artists can now create character skeletons faster by using the new mirroring functionality to create symmetrical skeletons.
  • The IK Pole Handle makes it easier for artists to add inverse kinematics to their character bone structure.



Animation tools for indie game makers

Bring your characters, props, and environments to life with efficient game animation tools based on Maya andHumanIK animation software.

  • A broad range of tools to create keyframe animations.
  • Edit 2D visual representations of animations with the graph editor and adjust timing using the dope sheet editor.
  • Editable motion trails/trajectories to fine-tune motion animation directly in the viewport.
  • Blend shape/morph target deformers for shape animation.
  • Ability to skin and pose game characters with realistic deformations.


Character skeletons

Create skeletons for your game characters faster with a set of built-in tools that help make it easier for artists to set up characters for animation.

  • Automatic biped skeleton generator with interactive editing.
  • Use the joint tool with symmetry and projected centering to create skeletons for non-biped game characters.
  • Easy-to-use, full-body inverse kinematic rigging with the HumanIK solver.


New skin binding technology

Artists can ensure better binding of their 3D model mesh to their skeleton using the new geodesic voxel binding method.

  • Geodesic Voxel Binding helps artists bind modeled geometry to skeletons much faster than previous methods, often with just a few clicks.
  • This new method can handle highly complex or less-than-perfect geometry, with even overlapping or non-watertight meshes requiring far less cleanup than traditional methods, making it easier for new users to achieve good results.
  • The compute process to perform the binding is fast, and the resulting skin weights are compatible with existing skinning methods in Maya LT.





Lighting, materials, and texture baking




UV editing tool

Create UV maps more easily with Unfold3D, which helps artists create and edit UVs with visual feedback systems.

  • Users can unfold their 3D objects by defining their own UV seams using intuitive selection tools within the viewport.
  • Efficient UV unfolding algorithms enable artists to see the results quickly and make adjustments much faster.
  • Color-coded or checkerboard visual feedback systems give artists easy-to-read visual feedback that highlights problem areas on the UV map, helping even novice 3D modelers to create optimal UV maps to make creating textures easier.


Substance material integration

Browse, apply, and edit model materials created in the Allegorithmic Substance Designer procedural texture creation tool to models within the software.

  • Less technical artists can browse model materials created by technical artists in Substance Designer and apply them to models in Maya LT.
  • Once a material is applied, artists can adjust parameters of the material from within the software and see the results applied to the model in real-time.
  • The Maya LT viewport displays the Substance materials as they will appear in supported engines, helping artists make creative decisions based on accurate previews.
  • The included sample materials can help new users learn and experiment with material editing.



Lighting and texture baking

Efficiently simulate realistic game lighting using global illumination tools to bake lighting data into texture maps, or vertex maps.

  • Baked lighting data enables higher-quality lighting with far less impact on game performance.
  • Bake texture maps from highly detailed models to lower polygon models: normal, occlusion, displacement, lighting, shadows.
  • Create realistic global illumination for game levels.
  • Bake illumination into texture maps or vertex maps.
  • Implement a number of lighting effects: spotlights, point lights, direct lights, shadows, and global illumination.

Model material tools

Use an intuitive toolset designed for nontechnical artists to help create, edit, and adjust game model materials.

  • ShaderFX, a real-time, node-based shader editor lets less technical artists create shaders that closely match the target game engine without manual coding and helps simplify the porting of shaders between Microsoft DirectX 11 and OpenGL environments.
  • Advanced game material effects: crack-free tessellation, vector displacement maps, translucence, reflections, and image-based lighting.
  • Workflow for creative texturing: UV creation and editing, auto-projection, interactive relaxation, layout UVs, lattice modification, and smudge tools.
  • Multiple UV set support.
  • Multiple sets of animatable color-per-vertex (CPV), prelighting, and user-defined normals.





Indie game workflows




Game Export tool 

Take advantage of a new, simpler way to export game models and animations from Maya LT for use in game engines.

  • Preserve export settings for static and dynamic meshes within a Maya LT file to make future exports of that file faster and more consistent.
  • Export multiple animation clips to a single FBX file using FBX Takes, or export multiple animation clips to individual FBX files from a single source Maya LT file. Define multiple animation clips within a single file with a name, and start/stop frames to make future exports from that file easier.
  • More easily review animations within a Maya LT file by selecting each defined animation clip to review it individually.

This feature is exclusively available to current Autodesk Maintenance Subscription or Desktop Subscription customers as part of Extension 1 for Autodesk Maya LT 2015 software release.


Send to Unity FBX Export

Use Autodesk FBX  asset exchange technology to simplify moving 3D content from Maya LT 2015 into Unity.

  • With the new game pipeline, artists can export content from Maya LT directly to a target Unity 3d Engine project folder. Assets saved in this manner appear automatically within the Unity project. Artists can export 3D assets with unlimited polygonal resolution to Unity projects in the FBX format.
  • Developers working with other game engines can now export model or scene selections up to 65,000 polygons in the FBX format.


MEL scripting

Automate tasks with MEL scripting to simplify repetitive or complex tasks.

  • Artists can write and customize MEL scripts to simplify and automate daily workflows within Maya LT to create 3D game content faster.
  • The built-in script editor displays scripts that correspond to user actions within the Maya LT UI, making it easier for nonprogrammers to learn MEL and create their own customized scripts based on script editor output.
  • Scripts can be saved into customizable buttons, menus, and hotkeys within the Maya LT UI for faster access.
  • Artists can share MEL scripts, making it easier to ensure common workflow practices for consistency in indie game production.


Cloud integration

Integrations with Dropbox, Autodesk 360 , and 123D apps let indie game teams more easily share game assets with each other through the cloud.

  • Browse and open files in certain cloud services directly through the Maya LT interface, making importing 3D assets easier.
  • When using Dropbox or Autodesk 360, users can open, modify, and save their files back to the cloud.
  • Artists can open files created and saved in the 123D cloud storage service so that real-world items captured in 123D Catch or characters made in 123D Creature can be used as a starting point to make final game assets in Maya LT.


Walk tool

Use the mouse and WASD keys to move the perspective camera while working on assets, just like a first-person game.



Built for indie game development workflows

Create 3D assets faster with software designed to fit more efficiently into the common game pipelines of indie game makers.

  • Create game characters, props, and environment art in unlimited scene sizes, then export objects or selections to game engines with up to 65,000 polygons in the FBX or OBJ formats.
  • Import asset formats: Maya (.ma, .mb); Maya LT (.mlt, .obj, .fbx, .ai, .eps).
  • Import common texture formats: .bmp, .png, .dds, .exr, .tga, .tiff.
  • The Maya LT viewport displays assets as they appear in-game.
  • Create images for sprite sheets for 2D game pipelines.
  • Bake high-res to low-res texture maps (normal, displacement, and lighting).


More accurate viewport previews

The viewport more closely represents how assets will appear in-game, helping reduce the number of round-trips between Maya LT and the game engine.

  • Work with powerful DirectX 11 graphics directly in the viewport.
  • Support for HLSL (high-level shading language) and CgFX shaders.
  • A variety of effects available: ambient occlusion, depth of field, anti-aliasing, alpha channel support, and high-quality lighting and shadows.
  • ShaderFX enables artists to create shaders that closely match their target game engine without manual coding through a visual, node-based editor.




Comparison Matrix


Maya LT vs. Maya

Compare the features of Maya LT vs. Maya. Relative to Maya, Maya LT is designed for professional indie game makers who need a 3D animation tool with a tailored feature set at an affordable price.

PRODUCTS MAYA LT 2014 MAYA 2014
IDEAL FOR PROFESSIONAL INDIE GAME MAKERS AAA GAME ARTISTS

EXTENSION FEATURES*

MEL SCRIPTING
SEND TO UNITY ASSET EXPORT WORKFLOW
POLYGON-UNLIMITED FBX EXPORT WITH SEND TO UNITY
EXPORT ASSETS UP TO 65,000 POLYGONS WITH FBX AND OBJ
ANIMATION RETARGETING AND IK IMPROVEMENTS
IMPROVED RETOPOLOGY TOOLSET
BETTER BOOLEAN OPERATIONS ON POLYGON GEOMETRY

GAME MODELING

PRIMITIVE CREATION
MESH CREATION TOOLS
POLYGON/MESH REFINEMENT TOOLS
BRUSH-BASED SURFACE MANIPULATION
SCULPT GEOMETRY TOOL
POLYGON REDUCTION TOOL
TRUE SOFT SELECTION
EDGE AND RING LOOPS DISPLAY AND EDITING
STREAMLINED TEXTURING WORKFLOW
MULTIPLE UV SET SUPPORT
PER-INSTANCE UV SETS
MULTIPLE SETS/COLOR-PER-VERTEX
MULTIPLE-EDITING MODELING TOOLKIT
TOPOLOGY-BASED SYMMETRY TOOLS
QUAD DRAW TOOL
MULTICUT TOOL

MATERIALS

SHADERFX GRAPH-BASED REAL-TIME SHADER EDITOR
HLSL AND CGFX SUPPORT
TURTLE TEXTURE BAKING
3D PAINT TOOL (TEXTURE))
PSD FILE SUPPORT
HYPERSHADE AND VISOR TOOLS
PHONG AND HARDWARE SHADERS
ADVANCED SOFTWARE SHADERS
BASIC 2D AND 3D PROCEDURAL TEXTURES
ADVANCED 2D AND 3D PROCEDURAL TEXTURES
SUBSTANCE PROCEDURAL TEXTURES
MAYA PAINT EFFECTS

GAME ANIMATION

KEYFRAME ANIMATION
GRAPH AND DOPE SHEET EDITORS
EDITABLE MOTION TRAILS
ANIMATION LAYERS
TRAX NONLINEAR ANIMATION EDITOR
LIVE ANIMATION RETARGETING
ATOM ANIMATION FILE SAVE AND LOAD
CAMERA SEQUENCER
GREASE PENCIL
AUTODESK® HUMANIK® FULL-BODY IK ANIMATION SYSTEM
GENERAL CONSTRAINTS
GEOMETRY CONSTRAINTS
SET DRIVEN KEY TOOL
SPLINE IK, SPRING IK
MAYA MUSCLE DEFORMATION SYSTEM
COMPLETE SET OF GEOMETRY DEFORMERS
SUBSET OF GEOMETRY DEFORMERS
SUBSTITUTE GEOMETRY TOOL FOR SKIN
HEAT MAP SKINNING
PAINT SKIN WEIGHTS
CREATE CENTERED JOINTS/JOINT CHAINS

GAME PIPELINE AND WORKFLOWS

VIEWPORT 2.0
MICROSOFT DIRECTX 11 ENABLED VIEWPORT
MEL AND PYTHON SCRIPTING
WRITE CUSTOM PLUGINS WITH SDK
FILE INTERACTION WITH ADOBE ILLUSTRATOR
READ/WRITE ALEMBIC FRAMEWORK FORMAT
SCENE ASSEMBLY TOOLS FOR SMARTER DATA
FILE PATH EDITOR FOR FIXING BROKEN FILE PATHS
EXPORT ASSETS UP TO 25,000 POLYGONS WITH FBX
SAVE WORK-IN-PROGRESS TO MAYA LT FORMAT

DYNAMICS AND EFFECTS

ALL DYNAMICS AND EFFECTS FEATURES

RENDERING

SCENE RENDERING
ADVANCED SOFTWARE SHADERS

COMPOSITING

MAYA COMPOSITE

*These features are exclusively available to current Autodesk Subscription or rental plan customers.



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Specifications & Licensing

System Requirements

 

    • Windows 8 or Windows 7 Professional Edition with Service Pack 1, Apple Mac OS X 10.8.5 and 10.9.x operating system
    • 64-bit Intel or AMD multicore processor
    • Microsoft DirectX 11 compatible graphics card
    • 4 GB of RAM (8 GB recommended)
    • 4 GB of free disk space for installation
    • Internet Explorer, Safari, or Firefox web browser
    • Three-button mouse

 


Licensing

 

MayaLT offers an accessible price point and is delivered in a flexible licensing model that enables licenses to be added or removed easily.

  • Entry-level license pricing is accessible for game studios with modest budgets.
  • A term-based licensing option enables indie game developers to add or remove licenses to reflect changing tool needs throughout the game production cycle.

Additional Info

Upgrades / Support

 

Click here to Discover the Subscription Advantage

 

Autodesk offers the following Upgrades and Support options:

Subscription

  • Software upgrades
  • Exclusive updates
  • Access to training and learning materials
  • Entitlement to use in previous versions
  • Home-Use licensing
  • Enhanced license management tools

Subscription / Gold Support

  • Includes all of the Subscription benefits above, plus
  • Unlimited Phone and Web Support
  • Access to SDK and API Support
  • Defect Tracking

Support

 RFX is available for all your support needs.

  • Autodesk provides initial installation support upon purchase
  • Unlimited Phone and Web Support available with Subscription / Gold Support (see above)

 


Training / Resources

Go to Autodesk Subscription site for updates, downloads, and support inquiries

Go to Area for Maya tutorials, tips, downloads and forums.