# Export Scene Operators

`bpy.ops.export_scene.``fbx`(filepath="", check_existing=True, filter_glob="*.fbx", use_selection=False, use_active_collection=False, global_scale=1.0, apply_unit_scale=True, apply_scale_options='FBX_SCALE_NONE', 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', use_subsurf=False, 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, 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_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. 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', '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. use_subsurf (boolean, (optional)) – Export Subdivision Surface, Export the last Catmull-Rom subidivion 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_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) 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:618

`bpy.ops.export_scene.``gltf`(export_format='GLB', ui_tab='GENERAL', export_copyright="", export_image_format='NAME', export_texture_dir="", 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_generic_quantization=12, export_tangents=False, export_materials=True, export_colors=True, export_cameras=False, export_selected=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_def_bones=False, 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, export_displacement=False, will_save_settings=False, filepath="", check_existing=True, filter_glob="*.glb;*.gltf")

  Export scene as glTF 2.0 file

  Parameters: | export_format (enum in ['GLB', 'GLTF_EMBEDDED', 'GLTF_SEPARATE'], (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_EMBEDDED` glTF Embedded (.gltf), Exports a single file, with all data packed in JSON. Less efficient than binary, but easier to edit later. `GLTF_SEPARATE` glTF Separate (.gltf + .bin + textures), Exports multiple files, with separate JSON, binary and texture data. Easiest 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 ['NAME', 'JPEG', 'PNG'], (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 `NAME` Automatic, Determine the image format from the blender image name. `JPEG` JPEG Format (.jpg), Encode and save textures as .jpg files. Be aware of a possible loss in quality. `PNG` PNG Format (.png), Encode and save textures as .png files. export_texture_dir (string, (optional, never None)) – Textures, Folder to place texture files in. Relative to the .gltf file 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, 6], (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_generic_quantization (int in [0, 30], (optional)) – Generic quantization bits, Quantization bits for generic coordinate values like weights or joints (0 = no quantization) export_tangents (boolean, (optional)) – Tangents, Export vertex tangents with meshes export_materials (boolean, (optional)) – Materials, Export materials export_colors (boolean, (optional)) – Vertex Colors, Export vertex colors with meshes export_cameras (boolean, (optional)) – Cameras, Export cameras export_selected (boolean, (optional)) – Selected Objects, Export selected objects 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)) – NLA Strips, Export NLA Strip animations export_def_bones (boolean, (optional)) – Export Deformation bones only, Export Deformation bones only (and needed bones for hierarchy) 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 export_displacement (boolean, (optional)) – Displacement Textures (EXPERIMENTAL), EXPERIMENTAL: Export displacement textures. Uses incomplete “KHR_materials_displacement” glTF extension will_save_settings (boolean, (optional)) – Remember Export Settings, Store glTF export settings in the Blender project 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
  File: | addons/io_scene_gltf2/__init__.py:375

`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)) – 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). 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:448

`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:225