Export Scene Operators¶
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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:
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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, apply_scale_options='FBX_SCALE_NONE', bake_space_transform=False, object_types={'ARMATURE', 'CAMERA', 'EMPTY', 'LAMP', 'MESH', 'OTHER'}, use_mesh_modifiers=True, use_mesh_modifiers_render=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, armature_nodetype='NULL', 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, Take into account current Blender units settings (if unset, raw Blender Units values are used as-is)
- apply_scale_options (enum in ['FBX_SCALE_NONE', 'FBX_SCALE_UNITS', 'FBX_SCALE_CUSTOM', 'FBX_SCALE_ALL'], (optional)) –
Apply Scalings, How to apply custom and units scalings in generated FBX file (Blender uses FBX scale to detect units on import, but many other applications do not handle the same way)
FBX_SCALE_NONE
All Local, Apply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0.FBX_SCALE_UNITS
FBX Units Scale, Apply custom scaling to each object transformation, and units scaling to FBX scale.FBX_SCALE_CUSTOM
FBX Custom Scale, Apply custom scaling to FBX scale, and units scaling to each object transformation.FBX_SCALE_ALL
FBX All, Apply custom scaling and units scaling to FBX scale.
- 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
- use_mesh_modifiers_render (boolean, (optional)) – Use Modifiers Render Setting, Use render settings when applying modifiers to mesh objects
- 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)
- armature_nodetype (enum in ['NULL', 'ROOT', 'LIMBNODE'], (optional)) –
Armature FBXNode Type, FBX type of node (object) used to represent Blender’s armatures (use Null one unless you experience issues with other app, other choices may no import back perfectly in Blender…)
NULL
Null, ‘Null’ FBX node, similar to Blender’s Empty (default).ROOT
Root, ‘Root’ FBX node, supposed to be the root of chains of bones….LIMBNODE
LimbNode, ‘LimbNode’ FBX node, a regular joint between two bones….
- 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:
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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_mesh_modifiers_render=False, 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
- use_mesh_modifiers_render (boolean, (optional)) – Use Modifiers Render Settings, Use render settings when applying modifiers to mesh objects
- 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:
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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: