Import Scene Operators#
- bpy.ops.import_scene.fbx(*, filepath='', directory='', filter_glob='*.fbx', files=None, ui_tab='MAIN', use_manual_orientation=False, global_scale=1.0, bake_space_transform=False, use_custom_normals=True, colors_type='SRGB', use_image_search=True, use_alpha_decals=False, decal_offset=0.0, use_anim=True, anim_offset=1.0, use_subsurf=False, use_custom_props=True, use_custom_props_enum_as_string=True, ignore_leaf_bones=False, force_connect_children=False, automatic_bone_orientation=False, primary_bone_axis='Y', secondary_bone_axis='X', use_prepost_rot=True, axis_forward='-Z', axis_up='Y')#
Load a FBX file
- Parameters:
filepath (string, (optional, never None)) – File Path, Filepath used for importing the file
directory (string, (optional, never None)) – directory
filter_glob (string, (optional, never None)) – filter_glob
files (
bpy_prop_collection
ofOperatorFileListElement
, (optional)) – File Pathui_tab (enum in ['MAIN', 'ARMATURE'], (optional)) –
ui_tab, Import options categories
MAIN
Main – Main basic settings.ARMATURE
Armatures – Armature-related settings.
use_manual_orientation (boolean, (optional)) – Manual Orientation, Specify orientation and scale, instead of using embedded data in FBX file
global_scale (float in [0.001, 1000], (optional)) – Scale
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)
use_custom_normals (boolean, (optional)) – Custom Normals, Import custom normals, if available (otherwise Blender will recompute them)
colors_type (enum in ['NONE', 'SRGB', 'LINEAR'], (optional)) –
Vertex Colors, Import vertex color attributes
NONE
None – Do not import color attributes.SRGB
sRGB – Expect file colors in sRGB color space.LINEAR
Linear – Expect file colors in linear color space.
use_image_search (boolean, (optional)) – Image Search, Search subdirs for any associated images (WARNING: may be slow)
use_alpha_decals (boolean, (optional)) – Alpha Decals, Treat materials with alpha as decals (no shadow casting)
decal_offset (float in [0, 1], (optional)) – Decal Offset, Displace geometry of alpha meshes
use_anim (boolean, (optional)) – Import Animation, Import FBX animation
anim_offset (float in [-inf, inf], (optional)) – Animation Offset, Offset to apply to animation during import, in frames
use_subsurf (boolean, (optional)) – Subdivision Data, Import FBX subdivision information as subdivision surface modifiers
use_custom_props (boolean, (optional)) – Custom Properties, Import user properties as custom properties
use_custom_props_enum_as_string (boolean, (optional)) – Import Enums As Strings, Store enumeration values as strings
ignore_leaf_bones (boolean, (optional)) – Ignore Leaf Bones, Ignore the last bone at the end of each chain (used to mark the length of the previous bone)
force_connect_children (boolean, (optional)) – Force Connect Children, Force connection of children bones to their parent, even if their computed head/tail positions do not match (can be useful with pure-joints-type armatures)
automatic_bone_orientation (boolean, (optional)) – Automatic Bone Orientation, Try to align the major bone axis with the bone children
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_prepost_rot (boolean, (optional)) – Use Pre/Post Rotation, Use pre/post rotation from FBX transform (you may have to disable that in some cases)
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.import_scene.gltf(*, filepath='', export_import_convert_lighting_mode='SPEC', filter_glob='*.glb;*.gltf', files=None, loglevel=0, import_pack_images=True, merge_vertices=False, import_shading='NORMALS', bone_heuristic='BLENDER', disable_bone_shape=False, bone_shape_scale_factor=1.0, guess_original_bind_pose=True, import_webp_texture=False)#
Load a glTF 2.0 file
- Parameters:
filepath (string, (optional, never None)) – File Path, Filepath used for importing the file
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.
filter_glob (string, (optional, never None)) – filter_glob
files (
bpy_prop_collection
ofOperatorFileListElement
, (optional)) – File Pathloglevel (int in [-inf, inf], (optional)) – Log Level, Log Level
import_pack_images (boolean, (optional)) – Pack Images, Pack all images into .blend file
merge_vertices (boolean, (optional)) – Merge Vertices, The glTF format requires discontinuous normals, UVs, and other vertex attributes to be stored as separate vertices, as required for rendering on typical graphics hardware. This option attempts to combine co-located vertices where possible. Currently cannot combine verts with different normals
import_shading (enum in ['NORMALS', 'FLAT', 'SMOOTH'], (optional)) – Shading, How normals are computed during import
bone_heuristic (enum in ['BLENDER', 'TEMPERANCE', 'FORTUNE'], (optional)) –
Bone Dir, Heuristic for placing bones. Tries to make bones pretty
BLENDER
Blender (best for import/export round trip) – Good for re-importing glTFs exported from Blender, and re-exporting glTFs to glTFs after Blender editing. Bone tips are placed on their local +Y axis (in glTF space).TEMPERANCE
Temperance (average) – Decent all-around strategy. A bone with one child has its tip placed on the local axis closest to its child.FORTUNE
Fortune (may look better, less accurate) – Might look better than Temperance, but also might have errors. A bone with one child has its tip placed at its child’s root. Non-uniform scalings may get messed up though, so beware.
disable_bone_shape (boolean, (optional)) – Disable Bone Shape, Do not create bone shapes
bone_shape_scale_factor (float in [-inf, inf], (optional)) – Bone Shape Scale, Scale factor for bone shapes
guess_original_bind_pose (boolean, (optional)) – Guess Original Bind Pose, Try to guess the original bind pose for skinned meshes from the inverse bind matrices. When off, use default/rest pose as bind pose
import_webp_texture (boolean, (optional)) – Import WebP textures, If a texture exists in WebP format, loads the WebP texture instead of the fallback PNG/JPEG one
- File: