This plugin integrates Prism into Autodesk Maya.
Supported Maya versions: 2022+ (Python 3)
Guides#
This section provides an overview of the Prism-Maya integration, including the Basics, Extras and advanced USD workflows.
Setup#
The plugin can be installed from the Prism Hub. After the plugin is installed, the Prism integration needs to be added to the Maya preferences folder. This can be done in the Prism User Settings -> “DCCs apps”.
This is the path, which should be selected for the integration (other Maya versions are possible):
%USERPROFILE%\Documents\maya\2026
Accessing Prism in Maya#
Prism is available inside Maya from the “Prism” menu in the main menu bar or from the Prism shelf.
save and version up your scene
save, version up your scene and add a description/thumbnail
open the Project Browser
open the State Manager to import, export, playblast and render files
open the Prism Settings
Saving Scenefiles#
You can save new scenefile versions using the options in the Prism menu or by opening the Project Browser and selecting “Create new version from current” in the context menu in the “Scenefiles” tab.
Importing Objects#
Exporting Objects#
Creating Playblasts#
Rendering#
If you have the Deadline plugin installed you will see an option to submit the render as a job to the Deadline render farm.
Maya Referencing Workflow (Alembic)#
Included Departments: Modeling, Surfacing, Rigging, Layout, Animation, Lighting
Note
This should be considered as a general guideline and can always be adapted to individual requirements. In addition, this workflow is still in development.
General Prerequisites:
Turn off the “USD Settings”: In case the USD Plugin is enabled: Prism Settings > Project > USD > Turn off “all checkboxes”.
Note
Technically speaking, this workflow can be combined with USD, but unless specifically needed, it is recommended to turn off USD.
Turn off “Master Versions”: Prism Settings > Project > General > Turn off “Use master product versions”.
Note
File formats like “.abc” and “.mb” are binary files. These come with the advantages of a compact file size and faster loading times since they get loaded directly from memory. However, the way they get loaded from memory (memory-mapped), they lead to file locking (e.g., if an artist has opened the file and another artist tries to publish to the same file, a file locking error message will appear from the operating system.
Note
Master Versions in Prism come with the following advantage: If a department publishes a product and that product is referenced in a downstream department, the product in the downstream department is automatically updated to the latest version. Without master versions, the version has to be manually updated in the downstream department (Prism will show a popup if a newer version is available).
Note
We might add an option in the future to use Master Versions on supported file formats like “.ma” or “.usda” and avoid to use Master Versions on unsupported file formats like “.mb”, “.usdc” or “.abc”.
Modeling:
Asset Structure: Assets (e.g. characters, props) can be created as usual in Maya. However, it is recommended to use an “Asset Structure” similar to shown here:
This will ensure all references stay connected during the whole workflow.
Export Modeling: Assets can be published (exported) to make them available for downstream departments. Select the main asset group in the Outliner and press the Prism Export Icon, select “.ma” as “Outputtype” and turn off “Import references”:
Surfacing:
Import (Reference) from Modeling: Inside Surfacing, press the Prism Import Icon and select the exported “Modeling” Product. In the “Create Reference” popup, select “Create Reference” and uncheck “Create Namespace”:
Create Materials and assign them to the referenced model.
Export Surfacing: Same process like in Modeling (Select the main asset group in the Outliner and press the Prism Export Icon, select “.ma” as “Outputtype” and turn off “Import references”).
Rigging:
Import from Surfacing: Inside Rigging press the Prism Import Icon and select the exported “Surfacing” Product. In the “Create Reference” popup, select “Import Objects Only” and uncheck “Create Namespace”:
Set up the rig inside the “rig” group (which was defined in Modeling).
Note
To make the references more stable when referencing the rig in Animation, the Surfacing will be imported into the Rigging instead of being referenced.
Export Rigging: Same process like in Modeling (Select the main asset group in the Outliner and press the Prism Export Icon, select “.ma” as “Outputtype” and turn off “Import references”).
Layout:
Import (Reference) from Surfacing: Inside Layout, press the Prism Import Icon and select the exported “Surfacing” Product. In the “Create Reference” popup, select “Create Reference” and use “Create Namespace”. Use e.g., “Ref001” as namespace to bring in the same asset multiple times. Continue with e.g., “Ref002” etc. (Just numbers “001” or “01” are not allowed by Maya’s namespace syntax):
Note
Namespaces are important in the Layout step, to avoid losing materials due to the same name or issues with the alembic cache, when applying it during Lighting.
Position the imported assets (like characters and props). Add the whole scene into a group e.g. “Assembly”:
Export Layout: Select the “Assembly” group in the Outliner and press the Prism Export Icon, select “.ma” as “Outputtype” and turn off “Import references”.
Note
The Layout step is optional, the scene can be directly built in Animation as well.
Animation:
Import (Reference) from Layout: Inside Animation, press the Prism Import Icon and select the exported “Layout” Product. In the “Create Reference” popup, select “Create Reference” and uncheck “Create Namespace”.
Import (Reference) from Rigging: Inside Animation, press the Prism Import Icon and select the exported “Rigging” Product. In the “Create Reference” popup, select “Create Reference” and use “Create Namespace”. Use e.g., “Rig001” as namespace to bring in the same asset multiple times. Continue with e.g., “Rig002” etc.:
The imported rigs can be placed at the same position to the corresponding assets from the Layout and the Animation can be started.
Note
Namespaces are important in the Animation step, to avoid losing materials due to the same name or issues with the Alembic cache, when applying it during Lighting.
Export Animation: Open the State Manager and create an Animation “Export Folder” (Right-Click > Create > Folder) in the Export Section and call it e.g., “AnimationExports”. Create an export state for each animated asset (Right-click the AnimationExports folder > Create > Export) and make sure the “geo” group of the asset is selected. For multiple animations, change the identifier for each animation:
Note
The selection of the geo group is important in order to apply the cache in Lighting correctly. In addition, it will make sure that only geometry is exported, not the rig itself.
Lighting:
Import (Reference) from Layout: Inside Lighting press the Prism Import Icon and select the exported “Layout” Product. In the “Create Reference” popup select “Create Reference” and uncheck “Create Namespace”.
Import (Apply Animation Cache) from Animation: Select an asset in the Outliner, press the Prism Import Icon and select the exported “Animation” Product (e.g., “Anm001_Squirrel”). In the “Create Reference” popup select Apply As Cache > To Selection:
Repeat the steps for all animations.
Note
Since the assets have already been placed in Layout, the location is added again during Animation. To fix this, simply reset the transforms on the root assets.
Benefits once each department is set up:
If Surfacing is updating materials, Lighting will automatically receive the update the next time the scenefile gets loaded. (Layout and Animation will receive the Surfacing updates as well.)
If Animation is updating animations, Lighting will automatically receive these updates.
Limitations:
If the asset gets changes, Surfacing will get these updates but Rigging needs to reimport and redo some rigging tasks.
Further Development:
We might add an option in the future to use Master Versions on supported file formats like “.ma” or “.usda” and avoid to use Master Versions on unsupported file formats like “.mb”, “.usdc” or “.abc”.
We might to improve the workflow that scene building will be implemented in a more automated way.
We might improve the workflow to apply alembic caches in a more automated way.
Adding Prism integration using environment variables#
It is possible to use environment variables to add the Prism integration to Maya instead of adding the Prism integration into the Maya User Preferences.
The following environment variables need to be defined:
PRISM_ROOT = C:\Program Files\Prism2
PYTHONPATH = C:\ProgramData\Prism2\plugins\Maya\Integration\scripts
MAYA_SHELF_PATH = C:\ProgramData\Prism2\plugins\Maya\Integration\shelves
XBMLANGPATH = C:\ProgramData\Prism2\plugins\Maya\Integration\icons
These environment variables can be set in the system settings or in the Maya.env file.
To load the Prism Maya plugin from a central location in your studio you can set the MAYA_ENV_DIR environment variable and point it to a folder on your network storage. In that folder create a Maya.env file with the following content:
PRISM_ROOT = C:\Program Files\Prism2
PYTHONPATH = C:\ProgramData\Prism2\plugins\Maya\Integration\scripts
MAYA_SHELF_PATH = C:\ProgramData\Prism2\plugins\Maya\Integration\shelves
XBMLANGPATH = C:\ProgramData\Prism2\plugins\Maya\Integration\icons
Troubleshooting#
I don’t see the Prism shelf in Maya#
I see the Prism shelf, but get a warning when I try to open the Project Browser#
%USERPROFILE%\Documents\maya\2024\scripts\userSetup.py
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