user: What is Export and how is it used in Blender Python scripting?

assistant: Path Mode
:   When referencing paths in exported files you may want some control as to the method used since absolute paths
    may only be correct on your own system. Relative paths, on the other hand, are more portable
    but mean that you have to keep your files grouped when moving about on your local file system.
    In some cases, the path doesn’t matter since the target application will search
    a set of predefined paths anyway so you have the option to strip the path too.

    Auto:
    :   Uses relative paths for files which are in a subdirectory of the exported location,
        absolute for any directories outside that.

    Absolute:
    :   Uses full paths.

    Relative:
    :   Uses relative paths in every case (except when on a different drive on Windows).

    Match:
    :   Uses relative / absolute paths based on the paths used in Blender.

    Strip Path:
    :   Only write the filename and omit the path component.

    Copy:
    :   Copy the file on exporting and reference it with a relative path.

    Embed Textures

Batch Mode
:   When enabled, export each group or scene to a file.

    Group/Scene
    :   Choose whether to batch export groups or scenes to files.
        Note, when Group/Scene is enabled, you cannot use the animation option *Current Action*
        since it uses scene data and groups are not attached to any scenes.
        Also note, when Group/Scene is enabled you must include the armature objects
        in the group for animated actions to work.

    Batch Own Directory
    :   When enabled, each file is exported into its own directory,
        this is useful when using the *Copy Images* option. So each directory contains
        one model with all the images it uses. Note, this requires a full Python installation.
        If you do not have a full Python installation, this button will not be shown.

### Include

Selected Objects
:   Only export the selected objects. Otherwise export all objects in the scene.
    Note, this does not apply when batch exporting.

Active Collection

Object Types
:   Enable/Disable exporting of respective object types.

Custom Properties

### Transform

Scale
:   Scale the exported data by this value. 10 is the default
    because this fits best with the scale most applications import FBX to.

Apply Scaling

Forward / Up
:   Since many applications use a different axis for ‘Up’, these are axis conversions for Forward and
    Up axes – By mapping these to different axes you can convert rotations between applications
    default up and forward axes.

    Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
    For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.

Apply Unit

Apply Transform
:   Applies object *Location*, *Rotation*, and *Scale* to the mesh before export, writing vertices in world space.
    When disabled, vertices are exported in local object space without applying transforms.
    See [Transforms](../../scene_layout/object/editing/apply.html#bpy-ops-object-transform-apply) for more information on applying transforms.

### Geometry

Smoothing
:   Export smoothing information.

    If the importer supports custom split normals, using *Normals Only* is generally the most accurate.

    Normals Only:
    :   Export only custom split normals, without writing any face or edge smoothing flags.

    Face:
    :   Export smoothing using the face smoothing flags (Blender’s “smooth” shading per face).

    Edge:
    :   Export smoothing using edge sharpness. Sharp edges are used to define smoothing boundaries.

    Smoothing Groups:
    :   Write face smoothing groups,
        which defines shading by grouping faces together—faces in the same group are shaded smoothly,
        while faces in different groups create hard edges.
        Useful for preserving shading in applications that rely on this method.

Export Subdivision Surface

Apply Modifiers
:   Export objects using the evaluated mesh, meaning the resulting mesh after all
    [Modifiers](../../modeling/modifiers/index.html) have been calculated.

Loose Edges

Tangent Space

### Armatures

Primary/Secondary Bone Axis

Armature FBXNode Type

Only Deform Bones

Add Leaf Bones

### Bake Animation

Key All Bones

NLA Strips

All Actions
:   Export all actions compatible with the selected armatures
    start/end times which are derived from the keyframe range of each action.
    When disabled only the currently assigned action is exported.

Force Start/End Keying

Sampling Rate

Simplify