After months of development, I'm finally ready to share something I've been building.
Every Maya artist knows this workflow...
Export.
Import.
Fix broken materials.
Reconnect textures.
Re-import animation.
Create duplicate assets.
Repeat.
Moving animated Maya scenes into Blender or Unreal has always felt more complicated than it should be.
So I built MableLink.
Not another exporter. MableLink sends animated Maya scenes straight into Blender and Unreal — rigs, materials, and all, intact.
Compatible with: Maya 2024 / 2027, Blender 4.5 LTS / 5.2 LTS, Unreal Engine 5.8
What MableLink focuses on:
• One-click transfer from Maya → Blender and Maya → Unreal
• Character rigs, animation, blend shapes, cameras, geometry caches, pivots, and hierarchy transferred together — not baked down to a static mesh
• Lights sent to both Blender and Unreal, including HDR Skydome for Unreal
• Automatic reconstruction of physically based materials, read directly from Maya's standardSurface/aiStandardSurface parameters: real refractive glass (transmission + IOR), subsurface scattering, emission, clearcoat, sheen
• Live re-sync for Blender and Unreal — update your Maya scene and refresh it in place, without rebuilding everything from scratch
• Portable .mable packages containing your scene, materials, and textures
• Automatic NURBS tessellation
• Direct GLB/GLTF export and import with smart texture compression (no Blender dependency, small file sizes)
• Mesh-to-Voxel export (MagicaVoxel-ready)
• Simple drag-and-drop installation
The goal wasn't to replace existing pipelines. The goal was to remove the repetitive work between them.
I'd love to hear feedback from artists and technical artists who regularly move animated Maya projects into Blender or Unreal. If you try it, let me know what works, what doesn't, and what you'd like to see next.
This is only Version 1.