# Export Scene Operators

`bpy.ops.export_scene.``autodesk_3ds`(filepath="", check_existing=True, axis_forward='Y', axis_up='Z', filter_glob="*.3ds", use_selection=False)

  Export to 3DS file format (.3ds)

  Parameters: | filepath (string, (optional, never None)) – File Path, Filepath used for exporting the file check_existing (boolean, (optional)) – Check Existing, Check and warn on overwriting existing files axis_forward (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Forward axis_up (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Up filter_glob (string, (optional, never None)) – filter_glob use_selection (boolean, (optional)) – Selection Only, Export selected objects only
  File: | addons/io_scene_3ds/__init__.py:123

`bpy.ops.export_scene.``fbx`(filepath="", check_existing=True, axis_forward='-Z', axis_up='Y', filter_glob="*.fbx", version='BIN7400', ui_tab='MAIN', use_selection=False, global_scale=1.0, apply_unit_scale=True, bake_space_transform=False, object_types={'ARMATURE', 'CAMERA', 'EMPTY', 'LAMP', 'MESH', 'OTHER'}, use_mesh_modifiers=True, mesh_smooth_type='OFF', use_mesh_edges=False, use_tspace=False, use_custom_props=False, add_leaf_bones=True, primary_bone_axis='Y', secondary_bone_axis='X', use_armature_deform_only=False, bake_anim=True, bake_anim_use_all_bones=True, bake_anim_use_nla_strips=True, bake_anim_use_all_actions=True, bake_anim_force_startend_keying=True, bake_anim_step=1.0, bake_anim_simplify_factor=1.0, use_anim=True, use_anim_action_all=True, use_default_take=True, use_anim_optimize=True, anim_optimize_precision=6.0, path_mode='AUTO', embed_textures=False, batch_mode='OFF', use_batch_own_dir=True, use_metadata=True)

  Write a FBX file

  Parameters: | filepath (string, (optional, never None)) – File Path, Filepath used for exporting the file check_existing (boolean, (optional)) – Check Existing, Check and warn on overwriting existing files axis_forward (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Forward axis_up (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Up filter_glob (string, (optional, never None)) – filter_glob version (enum in [‘BIN7400’, ‘ASCII6100’], (optional)) – Version, Choose which version of the exporter to use `BIN7400` FBX 7.4 binary, Modern 7.4 binary version. `ASCII6100` FBX 6.1 ASCII, Legacy 6.1 ascii version - WARNING: Deprecated and no more maintained. ui_tab (enum in [‘MAIN’, ‘GEOMETRY’, ‘ARMATURE’, ‘ANIMATION’], (optional)) – ui_tab, Export options categories `MAIN` Main, Main basic settings. `GEOMETRY` Geometries, Geometry-related settings. `ARMATURE` Armatures, Armature-related settings. `ANIMATION` Animation, Animation-related settings. use_selection (boolean, (optional)) – Selected Objects, Export selected objects on visible layers global_scale (float in [0.001, 1000], (optional)) – Scale, Scale all data (Some importers do not support scaled armatures!) apply_unit_scale (boolean, (optional)) – Apply Unit, Scale all data according to current Blender size, to match default FBX unit (centimeter, some importers do not handle UnitScaleFactor properly) bake_space_transform (boolean, (optional)) – !EXPERIMENTAL! Apply Transform, Bake space transform into object data, avoids getting unwanted rotations to objects when target space is not aligned with Blender’s space (WARNING! experimental option, use at own risks, known broken with armatures/animations) object_types (enum set in {‘EMPTY’, ‘CAMERA’, ‘LAMP’, ‘ARMATURE’, ‘MESH’, ‘OTHER’}, (optional)) – Object Types, Which kind of object to export `EMPTY` Empty. `CAMERA` Camera. `LAMP` Lamp. `ARMATURE` Armature, WARNING: not supported in dupli/group instances. `MESH` Mesh. `OTHER` Other, Other geometry types, like curve, metaball, etc. (converted to meshes). use_mesh_modifiers (boolean, (optional)) – Apply Modifiers, Apply modifiers to mesh objects (except Armature ones) - WARNING: prevents exporting shape keys mesh_smooth_type (enum in [‘OFF’, ‘FACE’, ‘EDGE’], (optional)) – Smoothing, Export smoothing information (prefer ‘Normals Only’ option if your target importer understand split normals) `OFF` Normals Only, Export only normals instead of writing edge or face smoothing data. `FACE` Face, Write face smoothing. `EDGE` Edge, Write edge smoothing. use_mesh_edges (boolean, (optional)) – Loose Edges, Export loose edges (as two-vertices polygons) use_tspace (boolean, (optional)) – Tangent Space, Add binormal and tangent vectors, together with normal they form the tangent space (will only work correctly with tris/quads only meshes!) use_custom_props (boolean, (optional)) – Custom Properties, Export custom properties add_leaf_bones (boolean, (optional)) – Add Leaf Bones, Append a final bone to the end of each chain to specify last bone length (use this when you intend to edit the armature from exported data) primary_bone_axis (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Primary Bone Axis secondary_bone_axis (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Secondary Bone Axis use_armature_deform_only (boolean, (optional)) – Only Deform Bones, Only write deforming bones (and non-deforming ones when they have deforming children) bake_anim (boolean, (optional)) – Baked Animation, Export baked keyframe animation bake_anim_use_all_bones (boolean, (optional)) – Key All Bones, Force exporting at least one key of animation for all bones (needed with some target applications, like UE4) bake_anim_use_nla_strips (boolean, (optional)) – NLA Strips, Export each non-muted NLA strip as a separated FBX’s AnimStack, if any, instead of global scene animation bake_anim_use_all_actions (boolean, (optional)) – All Actions, Export each action as a separated FBX’s AnimStack, instead of global scene animation (note that animated objects will get all actions compatible with them, others will get no animation at all) bake_anim_force_startend_keying (boolean, (optional)) – Force Start/End Keying, Always add a keyframe at start and end of actions for animated channels bake_anim_step (float in [0.01, 100], (optional)) – Sampling Rate, How often to evaluate animated values (in frames) bake_anim_simplify_factor (float in [0, 100], (optional)) – Simplify, How much to simplify baked values (0.0 to disable, the higher the more simplified) use_anim (boolean, (optional)) – Animation, Export keyframe animation use_anim_action_all (boolean, (optional)) – All Actions, Export all actions for armatures or just the currently selected action use_default_take (boolean, (optional)) – Default Take, Export currently assigned object and armature animations into a default take from the scene start/end frames use_anim_optimize (boolean, (optional)) – Optimize Keyframes, Remove double keyframes anim_optimize_precision (float in [0, 20], (optional)) – Precision, Tolerance for comparing double keyframes (higher for greater accuracy) path_mode (enum in [‘AUTO’, ‘ABSOLUTE’, ‘RELATIVE’, ‘MATCH’, ‘STRIP’, ‘COPY’], (optional)) – Path Mode, Method used to reference paths `AUTO` Auto, Use Relative paths with subdirectories only. `ABSOLUTE` Absolute, Always write absolute paths. `RELATIVE` Relative, Always write relative paths (where possible). `MATCH` Match, Match Absolute/Relative setting with input path. `STRIP` Strip Path, Filename only. `COPY` Copy, Copy the file to the destination path (or subdirectory). embed_textures (boolean, (optional)) – Embed Textures, Embed textures in FBX binary file (only for “Copy” path mode!) batch_mode (enum in [‘OFF’, ‘SCENE’, ‘GROUP’], (optional)) – Batch Mode `OFF` Off, Active scene to file. `SCENE` Scene, Each scene as a file. `GROUP` Group, Each group as a file. use_batch_own_dir (boolean, (optional)) – Batch Own Dir, Create a dir for each exported file use_metadata (boolean, (optional)) – Use Metadata
  File: | addons/io_scene_fbx/__init__.py:563

`bpy.ops.export_scene.``obj`(filepath="", check_existing=True, axis_forward='-Z', axis_up='Y', filter_glob="*.obj;*.mtl", use_selection=False, use_animation=False, use_mesh_modifiers=True, use_edges=True, use_smooth_groups=False, use_smooth_groups_bitflags=False, use_normals=True, use_uvs=True, use_materials=True, use_triangles=False, use_nurbs=False, use_vertex_groups=False, use_blen_objects=True, group_by_object=False, group_by_material=False, keep_vertex_order=False, global_scale=1.0, path_mode='AUTO')

  Save a Wavefront OBJ File

  Parameters: | filepath (string, (optional, never None)) – File Path, Filepath used for exporting the file check_existing (boolean, (optional)) – Check Existing, Check and warn on overwriting existing files axis_forward (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Forward axis_up (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Up filter_glob (string, (optional, never None)) – filter_glob use_selection (boolean, (optional)) – Selection Only, Export selected objects only use_animation (boolean, (optional)) – Animation, Write out an OBJ for each frame use_mesh_modifiers (boolean, (optional)) – Apply Modifiers, Apply modifiers (preview resolution) use_edges (boolean, (optional)) – Include Edges use_smooth_groups (boolean, (optional)) – Smooth Groups, Write sharp edges as smooth groups use_smooth_groups_bitflags (boolean, (optional)) – Bitflag Smooth Groups, Same as ‘Smooth Groups’, but generate smooth groups IDs as bitflags (produces at most 32 different smooth groups, usually much less) use_normals (boolean, (optional)) – Write Normals, Export one normal per vertex and per face, to represent flat faces and sharp edges use_uvs (boolean, (optional)) – Include UVs, Write out the active UV coordinates use_materials (boolean, (optional)) – Write Materials, Write out the MTL file use_triangles (boolean, (optional)) – Triangulate Faces, Convert all faces to triangles use_nurbs (boolean, (optional)) – Write Nurbs, Write nurbs curves as OBJ nurbs rather than converting to geometry use_vertex_groups (boolean, (optional)) – Polygroups use_blen_objects (boolean, (optional)) – Objects as OBJ Objects group_by_object (boolean, (optional)) – Objects as OBJ Groups group_by_material (boolean, (optional)) – Material Groups keep_vertex_order (boolean, (optional)) – Keep Vertex Order global_scale (float in [0.01, 1000], (optional)) – Scale path_mode (enum in [‘AUTO’, ‘ABSOLUTE’, ‘RELATIVE’, ‘MATCH’, ‘STRIP’, ‘COPY’], (optional)) – Path Mode, Method used to reference paths `AUTO` Auto, Use Relative paths with subdirectories only. `ABSOLUTE` Absolute, Always write absolute paths. `RELATIVE` Relative, Always write relative paths (where possible). `MATCH` Match, Match Absolute/Relative setting with input path. `STRIP` Strip Path, Filename only. `COPY` Copy, Copy the file to the destination path (or subdirectory).
  File: | addons/io_scene_obj/__init__.py:289

`bpy.ops.export_scene.``x3d`(filepath="", check_existing=True, axis_forward='Z', axis_up='Y', filter_glob="*.x3d", use_selection=False, use_mesh_modifiers=True, use_triangulate=False, use_normals=False, use_compress=False, use_hierarchy=True, name_decorations=True, use_h3d=False, global_scale=1.0, path_mode='AUTO')

  Export selection to Extensible 3D file (.x3d)

  Parameters: | filepath (string, (optional, never None)) – File Path, Filepath used for exporting the file check_existing (boolean, (optional)) – Check Existing, Check and warn on overwriting existing files axis_forward (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Forward axis_up (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Up filter_glob (string, (optional, never None)) – filter_glob use_selection (boolean, (optional)) – Selection Only, Export selected objects only use_mesh_modifiers (boolean, (optional)) – Apply Modifiers, Use transformed mesh data from each object use_triangulate (boolean, (optional)) – Triangulate, Write quads into ‘IndexedTriangleSet’ use_normals (boolean, (optional)) – Normals, Write normals with geometry use_compress (boolean, (optional)) – Compress, Compress the exported file use_hierarchy (boolean, (optional)) – Hierarchy, Export parent child relationships name_decorations (boolean, (optional)) – Name decorations, Add prefixes to the names of exported nodes to indicate their type use_h3d (boolean, (optional)) – H3D Extensions, Export shaders for H3D global_scale (float in [0.01, 1000], (optional)) – Scale path_mode (enum in [‘AUTO’, ‘ABSOLUTE’, ‘RELATIVE’, ‘MATCH’, ‘STRIP’, ‘COPY’], (optional)) – Path Mode, Method used to reference paths `AUTO` Auto, Use Relative paths with subdirectories only. `ABSOLUTE` Absolute, Always write absolute paths. `RELATIVE` Relative, Always write relative paths (where possible). `MATCH` Match, Match Absolute/Relative setting with input path. `STRIP` Strip Path, Filename only. `COPY` Copy, Copy the file to the destination path (or subdirectory).
  File: | addons/io_scene_x3d/__init__.py:143