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, collection='', 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)
collection (string, (optional, never None)) – Source Collection, Export only objects from this 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:
- bpy.ops.export_scene.gltf(filepath='', check_existing=True, export_import_convert_lighting_mode='SPEC', gltf_export_id='', export_use_gltfpack=False, export_gltfpack_tc=True, export_gltfpack_tq=8, export_gltfpack_si=1.0, export_gltfpack_sa=False, export_gltfpack_slb=False, export_gltfpack_vp=14, export_gltfpack_vt=12, export_gltfpack_vn=8, export_gltfpack_vc=8, export_gltfpack_vpi='Integer', export_gltfpack_noq=True, export_format='', ui_tab='GENERAL', export_copyright='', export_image_format='AUTO', export_image_add_webp=False, export_image_webp_fallback=False, export_texture_dir='', export_jpeg_quality=75, export_image_quality=75, export_keep_originals=False, export_texcoords=True, export_normals=True, export_gn_mesh=False, 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_unused_images=False, export_unused_textures=False, export_vertex_color='MATERIAL', export_all_vertex_colors=True, export_active_vertex_color_when_no_material=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, collection='', at_collection_center=False, export_extras=False, export_yup=True, export_apply=False, export_shared_accessors=False, export_animations=True, export_frame_range=False, export_frame_step=1, export_force_sampling=True, export_pointer_animation=False, export_animation_mode='ACTIONS', export_nla_strips_merged_animation_name='Animation', export_def_bones=False, export_hierarchy_flatten_bones=False, export_hierarchy_flatten_objs=False, export_armature_object_remove=False, export_leaf_bone=False, export_optimize_animation_size=True, export_optimize_animation_keep_anim_armature=True, export_optimize_animation_keep_anim_object=False, export_optimize_disable_viewport=False, export_negative_frame='SLIDE', export_anim_slide_to_zero=False, export_bake_animation=False, export_anim_single_armature=True, export_reset_pose_bones=True, export_current_frame=False, export_rest_position_armature=True, export_anim_scene_split_object=True, export_skins=True, export_influence_nb=4, export_all_influences=False, export_morph=True, export_morph_normal=True, export_morph_tangent=False, export_morph_animation=True, export_morph_reset_sk_data=True, export_lights=False, export_try_sparse_sk=True, export_try_omit_sparse_sk=False, export_gpu_instances=False, export_action_filter=False, export_convert_animation_pointer=False, export_nla_strips=True, export_original_specular=False, will_save_settings=False, export_hierarchy_full_collections=False, export_extra_animations=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
export_import_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_use_gltfpack (boolean, (optional)) – Use Gltfpack, Use gltfpack to simplify the mesh and/or compress its textures
export_gltfpack_tc (boolean, (optional)) – KTX2 Compression, Convert all textures to KTX2 with BasisU supercompression
export_gltfpack_tq (int in [1, 10], (optional)) – Texture Encoding Quality, Texture encoding quality
export_gltfpack_si (float in [0, 1], (optional)) – Mesh Simplification Ratio, Simplify meshes targeting triangle count ratio
export_gltfpack_sa (boolean, (optional)) – Aggressive Mesh Simplification, Aggressively simplify to the target ratio disregarding quality
export_gltfpack_slb (boolean, (optional)) – Lock Mesh Border Vertices, Lock border vertices during simplification to avoid gaps on connected meshes
export_gltfpack_vp (int in [1, 16], (optional)) – Position Quantization, Use N-bit quantization for positions
export_gltfpack_vt (int in [1, 16], (optional)) – Texture Coordinate Quantization, Use N-bit quantization for texture coordinates
export_gltfpack_vn (int in [1, 16], (optional)) – Normal/Tangent Quantization, Use N-bit quantization for normals and tangents
export_gltfpack_vc (int in [1, 16], (optional)) – Vertex Color Quantization, Use N-bit quantization for colors
export_gltfpack_vpi (enum in ['Integer', 'Normalized', 'Floating-point'], (optional)) –
Vertex Position Attributes, Type to use for vertex position attributes
Integer
Integer – Use integer attributes for positions.Normalized
Normalized – Use normalized attributes for positions.Floating-point
Floating-point – Use floating-point attributes for positions.
export_gltfpack_noq (boolean, (optional)) – Disable Quantization, Disable quantization; produces much larger glTF files with no extensions
export_format (enum in [], (optional)) – Format, Output format. Binary is most efficient, but JSON may be 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', 'WEBP', '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, JPEGs as JPEGs, WebPs as WebPs. For other formats, 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.WEBP
WebP Format – Save images as WebPs as main image (no fallback).NONE
None – Don’t export images.
export_image_add_webp (boolean, (optional)) – Create WebP, Creates WebP textures for every texture. For already WebP textures, nothing happens
export_image_webp_fallback (boolean, (optional)) – WebP fallback, For all WebP textures, create a PNG fallback texture
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_image_quality (int in [0, 100], (optional)) – Image quality, Quality of image 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_gn_mesh (boolean, (optional)) – Geometry Nodes Instances (Experimental), Export Geometry nodes instance 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_unused_images (boolean, (optional)) – Unused images, Export images not assigned to any material
export_unused_textures (boolean, (optional)) – Prepare Unused textures, Export image texture nodes not assigned to any material. This feature is not standard and needs an external extension to be included in the glTF file
export_vertex_color (enum in ['MATERIAL', 'ACTIVE', 'NONE'], (optional)) –
Use Vertex Color, How to export vertex color
MATERIAL
Material – Export vertex color when used by material.ACTIVE
Active – Export active vertex color.NONE
None – Do not export vertex color.
export_all_vertex_colors (boolean, (optional)) – Export all vertex colors, Export all vertex colors, even if not used by any material. If no Vertex Color is used in the mesh materials, a fake COLOR_0 will be created, in order to keep material unchanged
export_active_vertex_color_when_no_material (boolean, (optional)) – Export active vertex color when no material, When there is no material on object, export active vertex color
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
collection (string, (optional, never None)) – Source Collection, Export only objects from this collection (and its children)
at_collection_center (boolean, (optional)) – Export at Collection Center, Export at Collection center of mass of root objects of the collection
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_shared_accessors (boolean, (optional)) – Shared Accessors, Export Primitives using shared accessors for attributes
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_pointer_animation (boolean, (optional)) – Export Animation Pointer (Experimental), Export material, Light & Camera animation as Animation Pointer. Available only for baked animation mode ‘NLA Tracks’ and ‘Scene’
export_animation_mode (enum in ['ACTIONS', 'ACTIVE_ACTIONS', 'BROADCAST', 'NLA_TRACKS', 'SCENE'], (optional)) –
Animation mode, Export Animation mode
ACTIONS
Actions – Export actions (actives and on NLA tracks) as separate animations.ACTIVE_ACTIONS
Active actions merged – All the currently assigned actions become one glTF animation.BROADCAST
Broadcast actions – Broadcast all compatible actions to all objects. Animated objects will get all actions compatible with them, others will get no animation at all.NLA_TRACKS
NLA Tracks – Export individual NLA Tracks as separate animation.SCENE
Scene – Export baked scene as a single 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_hierarchy_flatten_bones (boolean, (optional)) – Flatten Bone Hierarchy, Flatten Bone Hierarchy. Useful in case of non decomposable transformation matrix
export_hierarchy_flatten_objs (boolean, (optional)) – Flatten Object Hierarchy, Flatten Object Hierarchy. Useful in case of non decomposable transformation matrix
export_armature_object_remove (boolean, (optional)) – Remove Armature Object, Remove Armature object if possible. If Armature has multiple root bones, object will not be removed
export_leaf_bone (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)
export_optimize_animation_size (boolean, (optional)) – Optimize Animation Size, Reduce exported file size by removing duplicate keyframes
export_optimize_animation_keep_anim_armature (boolean, (optional)) – Force keeping channels for bones, If all keyframes are identical in a rig, force keeping the minimal animation. When off, all possible channels for the bones will be exported, even if empty (minimal animation, 2 keyframes)
export_optimize_animation_keep_anim_object (boolean, (optional)) – Force keeping channel for objects, If all keyframes are identical for object transformations, force keeping the minimal animation
export_optimize_disable_viewport (boolean, (optional)) – Disable viewport for other objects, When exporting animations, disable viewport for other objects, for performance
export_negative_frame (enum in ['SLIDE', 'CROP'], (optional)) –
Negative Frames, Negative Frames are slid or cropped
SLIDE
Slide – Slide animation to start at frame 0.CROP
Crop – Keep only frames above frame 0.
export_anim_slide_to_zero (boolean, (optional)) – Set all glTF Animation starting at 0, Set all glTF animation starting at 0.0s. Can be useful for looping animations
export_bake_animation (boolean, (optional)) – Bake All Objects Animations, Force exporting animation on every object. Can be useful when using constraints or driver. Also useful when exporting only selection
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 as Object Rest Transformations, Export the scene in the current animation frame. When off, frame 0 is used as rest transformations for objects
export_rest_position_armature (boolean, (optional)) – Use Rest Position Armature, Export armatures using rest position as joints’ rest pose. When off, current frame pose is used as rest pose
export_anim_scene_split_object (boolean, (optional)) – Split Animation by Object, Export Scene as seen in Viewport, But split animation by Object
export_skins (boolean, (optional)) – Skinning, Export skinning (armature) data
export_influence_nb (int in [1, inf], (optional)) – Bone Influences, Choose how many Bone influences to export
export_all_influences (boolean, (optional)) – Include All Bone Influences, Allow export of all 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_morph_animation (boolean, (optional)) – Shape Key Animations, Export shape keys animations (morph targets)
export_morph_reset_sk_data (boolean, (optional)) – Reset shape keys between actions, Reset shape keys between each action exported. This is needed when some SK channels are not keyed on some animations
export_lights (boolean, (optional)) – Punctual Lights, Export directional, point, and spot lights. Uses “KHR_lights_punctual” glTF extension
export_try_sparse_sk (boolean, (optional)) – Use Sparse Accessor if better, Try using Sparse Accessor if it saves space
export_try_omit_sparse_sk (boolean, (optional)) – Omitting Sparse Accessor if data is empty, Omitting Sparse Accessor if data is empty
export_gpu_instances (boolean, (optional)) – GPU Instances, Export using EXT_mesh_gpu_instancing. Limited to children of a given Empty. Multiple materials might be omitted
export_action_filter (boolean, (optional)) – Filter Actions, Filter Actions to be exported
export_convert_animation_pointer (boolean, (optional)) – Convert TRS/weights to Animation Pointer, Export TRS and weights as Animation Pointer. Using KHR_animation_pointer extension
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_original_specular (boolean, (optional)) – Export original PBR Specular, Export original glTF PBR Specular, instead of Blender Principled Shader Specular
will_save_settings (boolean, (optional)) – Remember Export Settings, Store glTF export settings in the Blender project
export_hierarchy_full_collections (boolean, (optional)) – Full Collection Hierarchy, Export full hierarchy, including intermediate collections
export_extra_animations (boolean, (optional)) – Prepare extra animations, Export additional animationsThis feature is not standard and needs an external extension to be included in the glTF file
filter_glob (string, (optional, never None)) – filter_glob
- File: