Maya LT is a 3D modeling and animation tool built for professional indie game makers. Maya LT on Steam now includes the Autodesk Stingray 3D game engine, giving you the art and engine tools you need to build your game.
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リリース日: 2014年4月22日



Maya LT: One Month Subscription を購入する

To be billed on a recurring basis.

$30.00 を今日支払い、 1 ヶ月ごとに自動更新で $30.00支払います。


最新の更新 全て表示(12)


Now on Steam - Maya LT 2016 extension 3 and Stingray 1.2

We've updated Maya LT and Stingray on steam, so you now have the latest features and fixes.

Check out some of the updates to Stingray in v1.2

And here's what's new in Maya LT 2016 extension 3

Quick Rig tool

Roll Bones in HumanIK

Shape Authoring enhancements

Symmetry improvements for modeling and UV tools

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Maya LT 2016 extension 2 is now on Steam!

What’s new in Maya LT 2016 extension 2 on Steam?

Automated LOD generation

Export/import skin weight maps

Turtle texture baking improvements

If you subscribe to Maya LT through Steam, the app will automatically update. If you have the auto-updates turned off, we recommend staying current so you get the newest features as we add them.

If you want to see the full list that includes all the bug fixes, check out this post.

Submit your feature requests and vote on other submissions at our feedback site:

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The Maya LT subscription now includes the Autodesk Stingray 3D game engine!
Note: Stingray is a Windows-based application.

Maya LT is a 3D modeling and animation tool built for indie game makers. Maya LT lets you model, texture, light, and animate 3D characters and environments for your game. It’s based on industry-standard 3D tools used by game developers worldwide and refined continuously based on community feedback. Maya LT puts pro-level tools in the hands of indie game makers, empowering artists to realize the full creative potential of their game design.

Stingray is a 3D game engine built on a powerful, data-driven core architecture that can produce visually stunning games. Stingray features an unprecedented level of connectivity to Autodesk 3D tools like Maya LT. Working with a game engine that is directly connected to your 3D tool simplifies every part of the game-making process.

What versions of Maya LT and Stingray are on Steam?

  • Maya LT 2016 Extension 3 - released April 18, 2016. Available for Windows and Mac OS X.
  • Stingray 1.2.5 - released April 18, 2016. Available for Windows.

Special Note - These tools do not have revenue, royalty, or usage restrictions beyond their monthly subscription price. They are not restricted to working within Steam game workshops and can be used to create full commercial games.

How are Maya LT and Stingray Connected?

Live Linked Cameras
Viewport cameras between Maya LT and Stingray can be linked so that the movement of one tool is mirrored in the other tool. This speeds up artistic evaluation and lets you check your assets in both tools at the same time. Assets can be viewed in Stingray fully lit, textured, and animated in the context of the level.

One Click Asset Updates
When evaluating assets in Stingray, it’s easy to make changes and see the results immediately with just a single click. If you don’t like how something looks in your level within Stingray, you can make the change in Maya LT and then update it right away. The artistic iteration process has never been this fast!

Shared Physically Based Materials
Maya LT and Stingray use the same physically based shader nodes found in ShaderFX (so do Maya and 3ds Max). So you can create a material once and use it in both tools. Then, if you want to make changes, the same one-click workflows update the materials right away.

What can you do with Maya LT?

  • Work seamlessly with Stingray to make your games faster than ever
  • Work with other game engines using the common FBX and OBJ formats
  • Create high quality 3D models with no export limit when working with Stingray, Unity, or Unreal.
  • Create textures and materials for your models that can be shared in Stingray
  • Animate your creations with tools based on Maya and HumanIK animation systems
  • Learn today, prepare for tomorrow by using a professional 3D tool used in game studios worldwide

What can you do with Stingray?

  • Work seamlessly with Maya LT for super fast artistic iteration
  • Build game levels with intuitive editor tools
  • Create visually stunning games using a physically based renderer
  • Add screen space visual effects to give your game a distinct visual style
  • Create gameplay using Lua scripting
  • Can’t write script? Use Flow, a visual, node-based scripting system
  • Animate in-engine with tools based on HumanIK
  • Add global illumination with Autodesk Beast
  • Create pathfinding and pathfollowing for AI characters with Autodesk Navigation
  • Create menus and UI elements with Scaleform Studio
  • Add sounds and music with Audiokinetic Wwise
  • Add physics with the NVIDIA PhysX system


Mac OS X
    • OS: Windows® 7 SP1 (64-bit)
    • プロセッサー: 64-bit Intel® or AMD® multicore processor
    • メモリー: 4 GB RAM
    • グラフィック: Microsoft® DirectX® 11 compatible
    • DirectX: Version 11
    • ストレージ: 4 GB 利用可能
    • 追記事項: Three-button mouse
    • OS: Windows® 8.1 Professional (64-bit)
    • プロセッサー: 64-bit Intel or AMD multicore processor
    • メモリー: 8 GB RAM
    • グラフィック: Microsoft® DirectX® 11 compatible
    • DirectX: Version 11
    • ストレージ: 4 GB 利用可能
    • 追記事項: Three-button mouse
    • OS: Apple® Mac OS® X 10.9.5
    • プロセッサー: 64-bit Intel® or AMD® multicore processor
    • メモリー: 4 GB RAM
    • ストレージ: 4 GB 利用可能
    • 追記事項: Three-button mouse
    • OS: Apple Mac OS X 10.10.x
    • プロセッサー: 64-bit Intel or AMD multicore processor
    • メモリー: 8 GB RAM
    • ストレージ: 4 GB 利用可能
    • 追記事項: Three-button mouse
3 人中 2 人 (67%) がこのレビューが参考になったと投票しました
記録時間: 289.4 時間
投稿日: 3月2日
This software offers most of the necessary tools, BUT there is one damning bug that hasn't thus far been resolved:
When vertex snapping is temporarily turned on with the "v"key, half the time it just locks there and nothing can be done to turn if off other than exiting the software. Sometimes if you wait long enough and press enough keys it will turn off, but usually exiting is faster. I'm a fairly experienced Maya user so I know how to turn on permanent snapping and check if it has been turned on: it hasnt. It's really just a stupid big that is a HUGE hassle to an otherwise wonderful modeling workflow.

I am not going to recommend this given that it really should be fixed and is not worth the money with this bug. When the bug is fixed, I will readily change my review to a positive one and recommend to all indie game designers I know, but as of now, this bug is a very simple and annoying one that should have been fixed already and I won't recommend this product until that happens.
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7 人中 4 人 (57%) がこのレビューが参考になったと投票しました
2 人がこのレビューが面白いと投票しました
記録時間: 154.2 時間
投稿日: 3月30日
A sandbox which you can create anything you can imagine.

Best game ever.
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9 人中 8 人 (89%) がこのレビューが参考になったと投票しました
記録時間: 120.0 時間
投稿日: 2014年9月8日
このレビューは参考になりましたか? はい いいえ 面白い
86 人中 75 人 (87%) がこのレビューが参考になったと投票しました
3 人がこのレビューが面白いと投票しました
記録時間: 2,298.6 時間
投稿日: 2015年4月2日
MayaLT 2016 broke everything.

With the release of MayaLT 2016, I've been forced by Steam to re-learn an interface that I had been familiar with for a long time, given absolutely no warning or option to revert back to Maya 2015LT. On top of that, I encountered a staggering amount of UI and usability bugs with a piece of software that, in it's 2015 iteration, was damn near close to perfect:

- Randomly my left click will act like a right click, so instead of being able to select something I can only access context menus. Sometimes, switching back and forth between tools fixes this, but other times I have to restart the software entirely.

- Undo is now horribly broken and practically useless. It arbitrarily undoes Hypershade node edits that Maya does automatically every time you adjust anything. This adds three to five extra "ctrl+z" that you have to press just to undo one action, and sometimes it completely skips the undo step you're looking for. Setting your undo cache to 'unlimited' seems to only exacerbate the problem.

- Seriously what did you guys do to Hypershade? You consolidated a bunch of tools into the window itself while still leaving them available in the Attribute Editor, so what was the point other than cutting out a fourth of the usable screen real-estate? Why did you, instead of improving upon a workflow that albeit dated, worked very well, decide to completely overhaul the material creation system and give us an interface that veterans will in no way be familiar with? Hypershade has been completely redone to be a more UE4-like node editor, but it throws you completely off your game if, like me, you've been using maya for the past eight years or more.

- F2 and F3 have been swapped. Minor annoyance but it adds up after a while

- Some tools, such as Bevel or Duplicate Face, work when they want to and not when you want them to. Bevel will sometimes act as if the mesh you're editing is made up of unmerged triangles or quads and give you horrible, broken results. There is no workaround for this other than doing the bevel yourself, edge by edge. Duplicate face will sometimes just duplicate the whole model, or whatever faces it deems worthy. It doesn't seem to matter if they're tris, quads, ngons, merged, unmerged, or anything else. I guess in the true Maya spirit it's still consistent in doing whatever the hell it wants.

- Transfer maps is gone. Really, Autodesk?

- Some tools have been moved to completely new menus, which will lead you to hunt and peck for them for far longer than any power user should. Others have also had their names tweaked slightly, so you'll REALLY have to hunt for some of them.

- Icons are very different, not just in overall UI design but in terms of what each icon shows up as. This is a personal preference, as I was accustomed to building my shelves and working by quick glances. Now I have to relearn over 50 icons. I'm sure most people won't be bothered by this but I was and still am.

I'm sure I'll keep finding more annoyances as I go. Everything I do seems to lead me into the arms of a big, work-stopping bug. After having used Maya for years I'm honestly considering switching my modeling and texturing/UV workflow over to Blender.
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71 人中 64 人 (90%) がこのレビューが参考になったと投票しました
4 人がこのレビューが面白いと投票しました
記録時間: 555.2 時間
投稿日: 2014年12月19日
No transfer maps. Please bring this back in an update. This is a big part of game modeling and development even for indie games.
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