Export Scene Operators

bpy.ops.export_scene.fbx(filepath='', check_existing=True, filter_glob='*.fbx', use_selection=False, use_visible=False, use_active_collection=False, global_scale=1.0, apply_unit_scale=True, apply_scale_options='FBX_SCALE_NONE', use_space_transform=True, bake_space_transform=False, object_types={'ARMATURE', 'CAMERA', 'EMPTY', 'LIGHT', 'MESH', 'OTHER'}, use_mesh_modifiers=True, use_mesh_modifiers_render=True, mesh_smooth_type='OFF', colors_type='SRGB', prioritize_active_color=False, use_subsurf=False, use_mesh_edges=False, use_tspace=False, use_triangles=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, path_mode='AUTO', embed_textures=False, batch_mode='OFF', use_batch_own_dir=True, use_metadata=True, axis_forward='-Z', axis_up='Y')

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

  • filter_glob (string, (optional, never None)) – filter_glob

  • use_selection (boolean, (optional)) – Selected Objects, Export selected and visible objects only

  • use_visible (boolean, (optional)) – Visible Objects, Export visible objects only

  • use_active_collection (boolean, (optional)) – Active Collection, Export only objects from the active collection (and its children)

  • 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.

  • use_space_transform (boolean, (optional)) – Use Space Transform, Apply global space transform to the object rotations. When disabled only the axis space is written to the file and all object transforms are left as-is

  • bake_space_transform (boolean, (optional)) – 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 risk, known to be broken with armatures/animations)

  • object_types (enum set in {'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE', 'MESH', 'OTHER'}, (optional)) –

    Object Types, Which kind of object to export

    • EMPTY Empty.

    • CAMERA Camera.

    • LIGHT 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 (DISABLED in Blender 2.8)

  • 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.

  • colors_type (enum in ['NONE', 'SRGB', 'LINEAR'], (optional)) –

    Vertex Colors, Export vertex color attributes

    • NONE None – Do not export color attributes.

    • SRGB sRGB – Export colors in sRGB color space.

    • LINEAR Linear – Export colors in linear color space.

  • prioritize_active_color (boolean, (optional)) – Prioritize Active Color, Make sure active color will be exported first. Could be important since some other software can discard other color attributes besides the first one

  • use_subsurf (boolean, (optional)) – Export Subdivision Surface, Export the last Catmull-Rom subdivision modifier as FBX subdivision (does not apply the modifier even if ‘Apply Modifiers’ is enabled)

  • 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_triangles (boolean, (optional)) – Triangulate Faces, Convert all faces to triangles

  • 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 the Null type unless you experience issues with the other app, as other choices may not import back perfectly into 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)

  • 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', 'COLLECTION', 'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'], (optional)) –

    Batch Mode

    • OFF Off – Active scene to file.

    • SCENE Scene – Each scene as a file.

    • COLLECTION Collection – Each collection (data-block ones) as a file, does not include content of children collections.

    • SCENE_COLLECTION Scene Collections – Each collection (including master, non-data-block ones) of each scene as a file, including content from children collections.

    • ACTIVE_SCENE_COLLECTION Active Scene Collections – Each collection (including master, non-data-block one) of the active scene as a file, including content from children collections.

  • use_batch_own_dir (boolean, (optional)) – Batch Own Dir, Create a dir for each exported file

  • use_metadata (boolean, (optional)) – Use Metadata

  • axis_forward (enum in ['X', 'Y', 'Z', '-X', '-Y', '-Z'], (optional)) – Forward

  • axis_up (enum in ['X', 'Y', 'Z', '-X', '-Y', '-Z'], (optional)) – Up

File

addons/io_scene_fbx/__init__.py:643

bpy.ops.export_scene.gltf(filepath='', check_existing=True, convert_lighting_mode='SPEC', gltf_export_id='', export_format='GLB', ui_tab='GENERAL', export_copyright='', export_image_format='AUTO', export_texture_dir='', export_jpeg_quality=75, export_keep_originals=False, export_texcoords=True, export_normals=True, export_draco_mesh_compression_enable=False, export_draco_mesh_compression_level=6, export_draco_position_quantization=14, export_draco_normal_quantization=10, export_draco_texcoord_quantization=12, export_draco_color_quantization=10, export_draco_generic_quantization=12, export_tangents=False, export_materials='EXPORT', export_original_specular=False, export_colors=True, export_attributes=False, use_mesh_edges=False, use_mesh_vertices=False, export_cameras=False, use_selection=False, use_visible=False, use_renderable=False, use_active_collection_with_nested=True, use_active_collection=False, use_active_scene=False, export_extras=False, export_yup=True, export_apply=False, export_animations=True, export_frame_range=True, export_frame_step=1, export_force_sampling=True, export_nla_strips=True, export_nla_strips_merged_animation_name='Animation', export_def_bones=False, export_optimize_animation_size=False, export_anim_single_armature=True, export_reset_pose_bones=True, export_current_frame=False, export_skins=True, export_all_influences=False, export_morph=True, export_morph_normal=True, export_morph_tangent=False, export_lights=False, will_save_settings=False, filter_glob='*.glb')

Export scene as glTF 2.0 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

  • convert_lighting_mode (enum in ['SPEC', 'COMPAT', 'RAW'], (optional)) –

    Lighting Mode, Optional backwards compatibility for non-standard render engines. Applies to lights

    • SPEC Standard – Physically-based glTF lighting units (cd, lx, nt).

    • COMPAT Unitless – Non-physical, unitless lighting. Useful when exposure controls are not available.

    • RAW Raw (Deprecated) – Blender lighting strengths with no conversion.

  • gltf_export_id (string, (optional, never None)) – Identifier, Identifier of caller (in case of add-on calling this exporter). Can be useful in case of Extension added by other add-ons

  • export_format (enum in ['GLB', 'GLTF_SEPARATE', 'GLTF_EMBEDDED'], (optional)) –

    Format, Output format and embedding options. Binary is most efficient, but JSON (embedded or separate) may be easier to edit later

    • GLB glTF Binary (.glb) – Exports a single file, with all data packed in binary form. Most efficient and portable, but more difficult to edit later.

    • GLTF_SEPARATE glTF Separate (.gltf + .bin + textures) – Exports multiple files, with separate JSON, binary and texture data. Easiest to edit later.

    • GLTF_EMBEDDED glTF Embedded (.gltf) – Exports a single file, with all data packed in JSON. Less efficient than binary, but easier to edit later.

  • ui_tab (enum in ['GENERAL', 'MESHES', 'OBJECTS', 'ANIMATION'], (optional)) –

    ui_tab, Export setting categories

    • GENERAL General – General settings.

    • MESHES Meshes – Mesh settings.

    • OBJECTS Objects – Object settings.

    • ANIMATION Animation – Animation settings.

  • export_copyright (string, (optional, never None)) – Copyright, Legal rights and conditions for the model

  • export_image_format (enum in ['AUTO', 'JPEG', 'NONE'], (optional)) –

    Images, Output format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web applications due to the smaller file size. Alternatively they can be omitted if they are not needed

    • AUTO Automatic – Save PNGs as PNGs and JPEGs as JPEGs. If neither one, use PNG.

    • JPEG JPEG Format (.jpg) – Save images as JPEGs. (Images that need alpha are saved as PNGs though.) Be aware of a possible loss in quality.

    • NONE None – Don’t export images.

  • export_texture_dir (string, (optional, never None)) – Textures, Folder to place texture files in. Relative to the .gltf file

  • export_jpeg_quality (int in [0, 100], (optional)) – JPEG quality, Quality of JPEG export

  • export_keep_originals (boolean, (optional)) – Keep original, Keep original textures files if possible. WARNING: if you use more than one texture, where pbr standard requires only one, only one texture will be used. This can lead to unexpected results

  • export_texcoords (boolean, (optional)) – UVs, Export UVs (texture coordinates) with meshes

  • export_normals (boolean, (optional)) – Normals, Export vertex normals with meshes

  • export_draco_mesh_compression_enable (boolean, (optional)) – Draco mesh compression, Compress mesh using Draco

  • export_draco_mesh_compression_level (int in [0, 10], (optional)) – Compression level, Compression level (0 = most speed, 6 = most compression, higher values currently not supported)

  • export_draco_position_quantization (int in [0, 30], (optional)) – Position quantization bits, Quantization bits for position values (0 = no quantization)

  • export_draco_normal_quantization (int in [0, 30], (optional)) – Normal quantization bits, Quantization bits for normal values (0 = no quantization)

  • export_draco_texcoord_quantization (int in [0, 30], (optional)) – Texcoord quantization bits, Quantization bits for texture coordinate values (0 = no quantization)

  • export_draco_color_quantization (int in [0, 30], (optional)) – Color quantization bits, Quantization bits for color values (0 = no quantization)

  • export_draco_generic_quantization (int in [0, 30], (optional)) – Generic quantization bits, Quantization bits for generic values like weights or joints (0 = no quantization)

  • export_tangents (boolean, (optional)) – Tangents, Export vertex tangents with meshes

  • export_materials (enum in ['EXPORT', 'PLACEHOLDER', 'NONE'], (optional)) –

    Materials, Export materials

    • EXPORT Export – Export all materials used by included objects.

    • PLACEHOLDER Placeholder – Do not export materials, but write multiple primitive groups per mesh, keeping material slot information.

    • NONE No export – Do not export materials, and combine mesh primitive groups, losing material slot information.

  • export_original_specular (boolean, (optional)) – Export original PBR Specular, Export original glTF PBR Specular, instead of Blender Principled Shader Specular

  • export_colors (boolean, (optional)) – Vertex Colors, Export vertex colors with meshes

  • export_attributes (boolean, (optional)) – Attributes, Export Attributes (when starting with underscore)

  • use_mesh_edges (boolean, (optional)) – Loose Edges, Export loose edges as lines, using the material from the first material slot

  • use_mesh_vertices (boolean, (optional)) – Loose Points, Export loose points as glTF points, using the material from the first material slot

  • export_cameras (boolean, (optional)) – Cameras, Export cameras

  • use_selection (boolean, (optional)) – Selected Objects, Export selected objects only

  • use_visible (boolean, (optional)) – Visible Objects, Export visible objects only

  • use_renderable (boolean, (optional)) – Renderable Objects, Export renderable objects only

  • use_active_collection_with_nested (boolean, (optional)) – Include Nested Collections, Include active collection and nested collections

  • use_active_collection (boolean, (optional)) – Active Collection, Export objects in the active collection only

  • use_active_scene (boolean, (optional)) – Active Scene, Export active scene only

  • export_extras (boolean, (optional)) – Custom Properties, Export custom properties as glTF extras

  • export_yup (boolean, (optional)) – +Y Up, Export using glTF convention, +Y up

  • export_apply (boolean, (optional)) – Apply Modifiers, Apply modifiers (excluding Armatures) to mesh objects -WARNING: prevents exporting shape keys

  • export_animations (boolean, (optional)) – Animations, Exports active actions and NLA tracks as glTF animations

  • export_frame_range (boolean, (optional)) – Limit to Playback Range, Clips animations to selected playback range

  • export_frame_step (int in [1, 120], (optional)) – Sampling Rate, How often to evaluate animated values (in frames)

  • export_force_sampling (boolean, (optional)) – Always Sample Animations, Apply sampling to all animations

  • export_nla_strips (boolean, (optional)) – Group by NLA Track, When on, multiple actions become part of the same glTF animation if they’re pushed onto NLA tracks with the same name. When off, all the currently assigned actions become one glTF animation

  • export_nla_strips_merged_animation_name (string, (optional, never None)) – Merged Animation Name, Name of single glTF animation to be exported

  • export_def_bones (boolean, (optional)) – Export Deformation Bones Only, Export Deformation bones only

  • export_optimize_animation_size (boolean, (optional)) – Optimize Animation Size, Reduce exported file size by removing duplicate keyframes (can cause problems with stepped animation)

  • export_anim_single_armature (boolean, (optional)) – Export all Armature Actions, Export all actions, bound to a single armature. WARNING: Option does not support exports including multiple armatures

  • export_reset_pose_bones (boolean, (optional)) – Reset pose bones between actions, Reset pose bones between each action exported. This is needed when some bones are not keyed on some animations

  • export_current_frame (boolean, (optional)) – Use Current Frame, Export the scene in the current animation frame

  • export_skins (boolean, (optional)) – Skinning, Export skinning (armature) data

  • export_all_influences (boolean, (optional)) – Include All Bone Influences, Allow >4 joint vertex influences. Models may appear incorrectly in many viewers

  • export_morph (boolean, (optional)) – Shape Keys, Export shape keys (morph targets)

  • export_morph_normal (boolean, (optional)) – Shape Key Normals, Export vertex normals with shape keys (morph targets)

  • export_morph_tangent (boolean, (optional)) – Shape Key Tangents, Export vertex tangents with shape keys (morph targets)

  • export_lights (boolean, (optional)) – Punctual Lights, Export directional, point, and spot lights. Uses “KHR_lights_punctual” glTF extension

  • will_save_settings (boolean, (optional)) – Remember Export Settings, Store glTF export settings in the Blender project

  • filter_glob (string, (optional, never None)) – filter_glob

File

addons/io_scene_gltf2/__init__.py:580

bpy.ops.export_scene.obj(filepath='', check_existing=True, 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', axis_forward='-Z', axis_up='Y')

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

  • 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_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)) – OBJ Objects, Export Blender objects as OBJ objects

  • group_by_object (boolean, (optional)) – OBJ Groups, Export Blender objects as OBJ groups

  • group_by_material (boolean, (optional)) – Material Groups, Generate an OBJ group for each part of a geometry using a different material

  • 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).

  • axis_forward (enum in ['X', 'Y', 'Z', '-X', '-Y', '-Z'], (optional)) – Forward

  • axis_up (enum in ['X', 'Y', 'Z', '-X', '-Y', '-Z'], (optional)) – Up

File

addons/io_scene_obj/__init__.py:337

bpy.ops.export_scene.x3d(filepath='', check_existing=True, 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', axis_forward='Z', axis_up='Y')

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

  • 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).

  • axis_forward (enum in ['X', 'Y', 'Z', '-X', '-Y', '-Z'], (optional)) – Forward

  • axis_up (enum in ['X', 'Y', 'Z', '-X', '-Y', '-Z'], (optional)) – Up

File

addons/io_scene_x3d/__init__.py:206