user: Provide the full official documentation entry for Bpy.Ops.Export Scene, preserving all code examples.

assistant:  writing edge or face smoothing data. FACE Face – Write face smoothing. EDGE Edge – Write edge smoothing. SMOOTH_GROUP Smoothing Groups – Write face smoothing groups. colors_type (enum in [ 'NONE' , 'SRGB' , 'LINEAR' ], (optional)) – Vertex Colors, Export vertex color attributes NONE None – Do not export color attributes. SRGB sRGB – Export colors in sRGB color space. LINEAR Linear – Export colors in linear color space. prioritize_active_color ( boolean , ( optional ) ) – Prioritize Active Color, Make sure active color will be exported first. Could be important since some other software can discard other color attributes besides the first one use_subsurf ( boolean , ( optional ) ) – Export Subdivision Surface, Export the last Catmull-Rom subdivision 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_triangles ( boolean , ( optional ) ) – Triangulate Faces, Convert all faces to triangles 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 the Null type unless you experience issues with the other app, as other choices may not import back perfectly into 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 – Write relative paths where possible. MATCH Match – Match absolute/relative setting with input path. STRIP Strip – 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_core/io_scene_fbx/__init__.py:598 bpy.ops.export_scene. gltf ( * , filepath = '' , check_existing = True , export_import_convert_lighting_mode = 'SPEC' , gltf_export_id = '' , export_use_gltfpack = False , export_gltfpack_tc = True , export_gltfpack_tq = 8 , export_gltfpack_si = 1.0 , export_gltfpack_sa = False , export_gltfpack_slb = False , export_gltfpack_vp = 14 , export_gltfpack_vt = 12 , export_gltfpack_vn = 8 , export_gltfpack_vc = 8 , export_gltfpack_vpi = 'Integer' , export_gltfpack_noq = True , export_gltfpack_kn = False , export_format = '' , ui_tab = 'GENERAL' , export_copyright = '' , export_image_format = 'AUTO' , export_image_add_webp = False , export_image_webp_fallback = False , export_texture_dir = '' , export_jpeg_quality = 75 , export_image_quality = 75 , export_keep_originals = False , export_texcoords = True , export_normals = True , export_gn_mesh = False , 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_color_quantization = 10 , export_draco_generic_quantization = 12 , export_tangents = False , export_materials = 'EXPORT' , export_unused_images = False , export_unused_textures = False , export_vertex_color = 'MATERIAL' , export_vertex_color_name = 'Color' , export_all_vertex_colors = True , export_active_vertex_color_when_no_material = True , export_attributes = False , use_mesh_edges = False , use_mesh_vertices = False , export_cameras = False , use_selection = False , use_visible = False , use_renderable = False , use_active_collection_with_nested = True , use_active_collection = False , use_active_scene = False , collection = '' , at_collection_center = False , export_extras = False , export_yup = True , export_apply = False , export_shared_accessors = False , export_animations = True , export_frame_range = False , export_frame_step = 1 , export_force_sampling = True , export_sampling_interpolation_fallback = 'LINEAR' , export_pointer_animation = False , export_animation_mode = 'ACTIONS' , export_nla_strips_merged_animation_name = 'Animation' , export_def_bones = False , export_hierarchy_flatten_bones = False , export_hierarchy_flatten_objs = False , export_armature_object_remove = False , export_leaf_bone = False , export_optimize_animation_size = True , export_optimize_animation_keep_anim_armature = True , export_optimize_animation_keep_anim_object = False , export_optimize_disable_viewport = False , export_negative_frame = 'SLIDE' , export_anim_slide_to_zero = False , export_bake_animation = False , export_merge_animation = 'ACTION' , export_anim_single_armature = True , export_reset_pose_bones = True , export_current_frame = False , export_rest_position_armature = True , export_anim_scene_split_object = True , export_skins = True , export_influence_nb = 4 , export_all_influences = False , export_morph = True , export_morph_normal = True , export_morph_tangent = False , export_morph_animation = True , export_morph_reset_sk_data = True , export_lights = False , export_try_sparse_sk = True , export_try_omit_sparse_sk = False , export_gpu_instances = False , export_action_filter = False , export_convert_animation_pointer = False , export_nla_strips = True , export_original_specular = False , will_save_settings = False , export_hierarchy_full_collections = False , export_extra_animations = False , export_loglevel = -1 , filter_glob = '*.glb' ) ¶ Export scene as glTF 2.0 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 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. gltf_export_id ( string , ( optional , never None ) ) – Identifier, Identifier of caller (in case of add-on calling this exporter). Can be useful in case of Extension added by other add-ons export_use_gltfpack ( boolean , ( optional ) ) – Use Gltfpack, Use gltfpack to simplify the mesh and/or compress its textures export_gltfpack_tc ( boolean , ( optional ) ) – KTX2 Compression, Convert all textures to KTX2 with BasisU supercompression export_gltfpack_tq ( int in [ 1 , 10 ] , ( optional ) ) – Texture Encoding Quality, Texture encoding quality export_gltfpack_si ( float in [ 0 , 1 ] , ( optional ) ) – Mesh Simplification Ratio, Simplify meshes targeting triangle count ratio export_gltfpack_sa ( boolean , ( optional ) ) – Aggressive Mesh Simplification, Aggressively simplify to the target ratio disregarding quality export_gltfpack_slb ( boolean , ( optional ) ) – Lock Mesh Border Vertices, Lock border vertices during simplification to avoid gaps on connected meshes export_gltfpack_vp ( int in [ 1 , 16 ] , ( optional ) ) – Position Quantization, Use N-bit quantization for positions export_gltfpack_vt ( int in [ 1 , 16 ] , ( optional ) ) – Texture Coordinate Quantization, Use N-bit quantization for texture coordinates export_gltfpack_vn ( int in [ 1 , 16 ] , ( optional ) ) – Normal/Tangent Quantization, Use N-bit quantization for normals and tangents export_gltfpack_vc ( int in [ 1 , 16 ] , ( optional ) ) – Vertex Color Quantization, Use N-bit quantization for colors export_gltfpack_vpi (enum in [ 'Integer' , 'Normalized' , 'Floating-point' ], (optional)) – Vertex Position Attributes, Type to use for vertex position attributes Integer Integer – Use integer attributes for positions. Normalized Normalized – Use normalized attributes for positions. Floating-point Floating-point – Use floating-point attributes for positions. export_gltfpack_noq ( boolean , ( optional ) ) – Disable Quantization, Disable quantization; produces much larger glTF files with no extensions export_gltfpack_kn ( boolean , ( optional ) ) – Keep Named Nodes, Restrict some optimization to keep named nodes and meshes attached to named nodes so that named nodes can be transformed externally export_format ( enum in [ ] , ( optional ) ) – Format, Output format. Binary is most efficient, but JSON may be easier 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 [ 'AUTO' , 'JPEG' , 'WEBP' , 'NONE' ], (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. Alternatively they can be omitted if they are not needed AUTO Automatic – Save PNGs as PNGs, JPEGs as JPEGs, WebPs as WebPs. For other formats, use PNG. JPEG JPEG Format (.jpg) – Save images as JPEGs. (Images that need alpha are saved as PNGs though.) Be aware of a possible loss in quality. WEBP WebP Format – Save images as WebPs as main image (no fallback). NONE None – Don’t export images. export_image_add_webp ( boolean , ( optional ) ) – Create WebP, Creates WebP textures for every texture. For already WebP textures, nothing happens export_image_webp_fallback ( boolean , ( optional ) ) – WebP Fallback, For all WebP textures, create a PNG fallback texture export_texture_dir ( string , ( optional , never None ) ) – Textures, Folder to place texture files in. Relative to the .gltf file export_jpeg_quality ( int in [ 0 , 100 ] , ( optional ) ) – JPEG Quality, Quality of JPEG export export_image_quality ( int in [ 0 , 100 ] , ( optional ) ) – Image Quality, Quality of image export export_keep_originals ( boolean , ( optional ) ) – Keep Original, Keep original textures files if possible. WARNING: if you use more than one texture, where pbr standard requires only one, only one texture will be used. This can lead to unexpected results export_texcoords ( boolean , ( optional ) ) – UVs, Export UVs (texture coordinates) with meshes export_normals ( boolean , ( optional ) ) – Normals, Export vertex normals with meshes export_gn_mesh ( boolean , ( optional ) ) – Geometry Nodes Instances (Experimental), Export Geometry nodes instance meshes export_draco_mesh_compression_enable ( boolean , ( optional ) ) – Draco Mesh Compression, Compress mesh using Draco export_draco_mesh_compression_level ( int in [ 0 , 10 ] , ( 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_color_quantization ( int in [ 0 , 30 ] , ( optional ) ) – Color Quantization Bits, Quantization bits for color values (0 = no quantization) export_draco_generic_quantization ( int in [ 0 , 30 ] , ( optional ) ) – Generic Quantization Bits, Quantization bits for generic values like weights or joints (0 = no quantization) export_tangents ( boolean , ( optional ) ) – Tangents, Export vertex tangents with meshes export_materials (enum in [ 'EXPORT' , 'PLACEHOLDER' , 'VIEWPORT' , 'NONE' ], (optional)) – Materials, Export materials EXPORT Export – Export all materials used by included objects. PLACEHOLDER Placeholder – Do not export materials, but write multiple primitive groups per mesh, keeping material slot information. VIEWPORT Viewport – Export minimal materials as defined in Viewport display properties. NONE No export – Do not export materials, and combine mesh primitive groups, losing material slot information. export_unused_images ( boolean , ( optional ) ) – Unused Images, Export images not assigned to any material export_unused_textures ( boolean , ( optional ) ) – Prepare Unused Textures, Export image texture nodes not assigned to any material. This feature is not standard and needs an external extension to be included in the glTF file export_vertex_color (enum in [ 'MATERIAL' , 'ACTIVE' , 'NAME' , 'NONE' ], (optional)) – Use Vertex Color, How to export vertex color MATERIAL Material – Export vertex color when used by material. ACTIVE Active – Export active vertex color. NAME Name – Export vertex color with this name. NONE None – Do not export vertex color. export_vertex_color_name ( string , ( optional , never None ) ) – Vertex Color Name, Name of vertex color to export export_all_vertex_colors ( boolean , ( optional ) ) – Export All Vertex Colors, Export all vertex colors, even if not used by any material. If no Vertex Color is used in the mesh materials, a fake COLOR_0 will be created, in order to keep material unchanged export_active_vertex_color_when_no_material ( boolean , ( optional ) ) – Export Active Vertex Color When No Material, When there is no material on object, export active vertex color export_attributes ( boolean , ( optional ) ) – Attributes, Export Attributes (when starting with underscore) use_mesh_edges ( boolean , ( optional ) ) – Loose Edges, Export loose edges as lines, using the material from the first material slot use_mesh_vertices ( boolean , ( optional ) ) – Loose Points, Export loose points as glTF points, using the material from the first material slot export_cameras ( boolean , ( optional ) ) – Cameras, Export cameras use_selection ( boolean , ( optional ) ) – Selected Objects, Export selected objects only use_visible ( boolean , ( optional ) ) – Visible Objects, Export visible objects only use_renderable ( boolean , ( optional ) ) – Renderable Objects, Export renderable objects only use_active_collection_with_nested ( boolean , ( optional ) ) – Include Nested Collections, Include active collection and nested collections use_active_collection ( boolean , ( optional ) ) – Active Collection, Export objects in the active collection only use_active_scene ( boolean , ( optional ) ) – Active Scene, Export active scene only collection ( string , ( optional , never None ) ) – Source Collection, Export only objects from this collection (and its children) at_collection_center ( boolean , ( optional ) )