# Meshy with Maya, 3ds Max, and Omniverse

> URL: https://help.meshy.ai/en/articles/16103151-meshy-with-maya-3ds-max-and-omniverse
> Language: en
> Last updated: 2026-07-29T00:50:26Z

Meshy currently ships dedicated DCC Bridge plugins for Blender and Unity, but not for Maya, 3ds Max or NVIDIA Omniverse. That doesn't mean these tools are off-limits — you can still bring Meshy models into them using standard file-based workflows. This article covers plugin availability, the manual import workflow, and how to fix the most common issues.

## Plugin Availability

Meshy's official DCC Bridge plugins are built for Blender and Unity, where you can push a model directly from your Meshy workspace into an open scene. Maya, 3ds Max and Omniverse don't have an equivalent one-click bridge today, so models need to be exported from Meshy and imported manually.

## Manual Import Workflow

Export your model from Meshy in FBX, OBJ, GLB or USDZ format, whichever your target application supports best:

## Maya

Use File > Import and choose FBX or OBJ. FBX preserves rigging and basic materials better than OBJ.

## 3ds Max

Use File > Import and select FBX for the most reliable material and UV transfer.

## Omniverse

Omniverse works natively with USD, so export as USDZ (or convert your FBX/OBJ with the Omniverse Create asset converter) and drag the file into your stage.

## Working with Animated Models

If your model includes Meshy-generated animation, export as FBX to keep the skeleton and animation clips intact. Static exports (OBJ, most USDZ) will only bring in the mesh and textures.

## Common Errors

Missing textures after import usually means the texture files weren't kept alongside the FBX/OBJ — re-export and keep the full folder together, or embed textures where your export format allows it. Scale or orientation mismatches are common between apps with different up-axis conventions; use your app's import scale/orientation options to correct this on import.

## Version Compatibility

FBX and OBJ are supported across recent versions of Maya and 3ds Max. For Omniverse, use a build that supports USD Composer/USDZ import, and keep your USD Create Converter up to date if you're converting from FBX.

## FAQ

### 1. Does Meshy have a native plugin for Maya, 3ds Max or Omniverse?

Not currently. Meshy's DCC Bridge plugins today cover Blender and Unity; for Maya, 3ds Max and Omniverse, use file export/import instead.

### 2. What export format should I use?

FBX for animated models and best material/rig fidelity, USDZ for Omniverse-native workflows, and OBJ for simple static geometry.

### 3. Why are my textures missing after import?

The texture image files weren't included with the export. Keep them in the same folder as the FBX/OBJ or use an export option that embeds them.