user: How do I use Bpy.Ops.Export Scene in Blender? Include parameters, examples, warnings and best practices.

assistant:  – 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_sampling_interpolation_fallback (enum in [ 'LINEAR' , 'STEP' ], (optional)) – Sampling Interpolation Fallback, Interpolation fallback for sampled animations, when the property is not keyed LINEAR Linear – Linear interpolation between keyframes. STEP Step – No interpolation between keyframes. 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_merge_animation (enum in [ 'NLA_TRACK' , 'ACTION' , 'NONE' ], (optional)) – Merge Animation, Merge Animations NLA_TRACK NLA Track Names – Merge by NLA Track Names. ACTION Actions – Merge by Actions. NONE No Merge – Do Not Merge Animations. 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 animations.This feature is not standard and needs an external extension to be included in the glTF file export_loglevel ( int in [ -inf , inf ] , ( optional ) ) – Log Level, Log Level filter_glob ( string , ( optional , never None ) ) – filter_glob File : addons_core/io_scene_gltf2/__init__.py:1084 Next Extensions Operators Previous Export Anim Operators Copyright &#169; Blender Authors Made with Furo Report issue on this page On this page Export Scene Operators fbx() gltf()