Export Scene Operators

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

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
  • filter_glob (string, (optional, never None)) – filter_glob
  • use_selection (boolean, (optional)) – Selection Only, Export selected objects only
  • 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_3ds/__init__.py:162

bpy.ops.export_scene.fbx(filepath="", check_existing=True, filter_glob="*.fbx", version='BIN7400', use_selection=False, global_scale=1.0, axis_forward='-Z', axis_up='Y', bake_space_transform=False, object_types={'LAMP', 'CAMERA', 'ARMATURE', 'MESH', 'OTHER', 'EMPTY'}, 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_nla_strips=True, bake_anim_use_all_actions=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
  • 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, Newer 7.4 binary version, still in development (no animation yet).
    • ASCII6100 FBX 6.1 ASCII, Legacy 6.1 ascii version.
  • 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!)
  • axis_forward (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Forward
  • axis_up (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Up
  • 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, might give odd/wrong results)
  • 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.
    • 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 ‘Off’ option if your target importer understand split normals)

    • OFF Off, Don’t write smoothing, export normals instead.
    • 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_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
  • 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, 10], (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:508

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=False, 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, axis_forward='-Z', axis_up='Y', 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
  • 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
  • axis_forward (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Forward
  • axis_up (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Up
  • 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: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, axis_forward='Z', axis_up='Y', 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
  • 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
  • axis_forward (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Forward
  • axis_up (enum in [‘X’, ‘Y’, ‘Z’, ‘-X’, ‘-Y’, ‘-Z’], (optional)) – Up
  • 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:178

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