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      LICENSE.txt
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      README.md
  3. 162 0
      io_scene_godot/__init__.py
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      io_scene_godot/export_godot.py

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LICENSE.txt

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+                    GNU GENERAL PUBLIC LICENSE
+                       Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+  16. Limitation of Liability.
+
+  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+  17. Interpretation of Sections 15 and 16.
+
+  If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+                     END OF TERMS AND CONDITIONS
+
+            How to Apply These Terms to Your New Programs
+
+  If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+  To do so, attach the following notices to the program.  It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+    <one line to give the program's name and a brief idea of what it does.>
+    Copyright (C) <year>  <name of author>
+
+    This program is free software: you can redistribute it and/or modify
+    it under the terms of the GNU General Public License as published by
+    the Free Software Foundation, either version 3 of the License, or
+    (at your option) any later version.
+
+    This program is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+    GNU General Public License for more details.
+
+    You should have received a copy of the GNU General Public License
+    along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+  If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+    <program>  Copyright (C) <year>  <name of author>
+    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
+    under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License.  Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+  You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<http://www.gnu.org/licenses/>.
+
+  The GNU General Public License does not permit incorporating your program
+into proprietary programs.  If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library.  If this is what you want to do, use the GNU Lesser General
+Public License instead of this License.  But first, please read
+<http://www.gnu.org/philosophy/why-not-lgpl.html>.

+ 24 - 0
README.md

@@ -0,0 +1,24 @@
+# Godot Engine's native Blender exporter add-on.
+
+Native Godot scene format exporter for [Blender](https://www.blender.org), making the
+export process to [Godot Engine](https://godotengine.org) as straightforward as possible.
+
+*WARNING*: This exporter is experimental, and still lacks many features.
+
+## Installation
+
+1. Copy the `io_scene_godot` directory the location where Blender stores the
+   scripts/addons folder on your system (you should see other io_scene_*
+   folders there from other addons). Copy the entire dir and not just its
+   contents.
+2. Go to the Blender settings and enable the "Godot Exporter" plugin.
+3. Enjoy hassle-free export.
+
+If you find bugs or want to suggest improvements, please open an issue on the
+upstream [GitHub repository](https://github.com/godotengine/blender-exporter).
+
+## License
+
+This Godot exporter is distributed under the terms of the GNU General
+Public License, version 2 or later. See the [LICENSE.txt](/LICENSE.txt) file
+for details.

+ 162 - 0
io_scene_godot/__init__.py

@@ -0,0 +1,162 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  This program is free software; you can redistribute it and/or
+#  modify it under the terms of the GNU General Public License
+#  as published by the Free Software Foundation; either version 2
+#  of the License, or (at your option) any later version.
+#
+#  This program is distributed in the hope that it will be useful,
+#  but WITHOUT ANY WARRANTY; without even the implied warranty of
+#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+#  GNU General Public License for more details.
+#
+#  You should have received a copy of the GNU General Public License
+#  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+import bpy
+from bpy.props import StringProperty, BoolProperty, FloatProperty, EnumProperty
+
+from bpy_extras.io_utils import ExportHelper
+bl_info = {
+    "name": "Godot Engine Exporter",
+    "author": "Juan Linietsky",
+    "blender": (2, 5, 8),
+    "api": 38691,
+    "location": "File > Import-Export",
+    "description": ("Export Godot Scenes to a format that can be efficiently imported. "),
+    "warning": "",
+    "wiki_url": ("https://godotengine.org"),
+    "tracker_url": "https://github.com/godotengine/blender-exporter",
+    "support": "OFFICIAL",
+    "category": "Import-Export"}
+
+if "bpy" in locals():
+    import imp
+    if "export_godot" in locals():
+        imp.reload(export_godot)  # noqa
+
+
+class ExportGodot(bpy.types.Operator, ExportHelper):
+    """Selection to Godot"""
+    bl_idname = "export_godot.escn"
+    bl_label = "Export to Godot"
+    bl_options = {"PRESET"}
+
+    filename_ext = ".escn"
+    filter_glob = StringProperty(default="*.escn", options={"HIDDEN"})
+
+    # List of operator properties, the attributes will be assigned
+    # to the class instance from the operator settings before calling
+    object_types = EnumProperty(
+        name="Object Types",
+        options={"ENUM_FLAG"},
+        items=(("EMPTY", "Empty", ""),
+               ("CAMERA", "Camera", ""),
+               ("LAMP", "Lamp", ""),
+               ("ARMATURE", "Armature", ""),
+               ("MESH", "Mesh", ""),
+               ("CURVE", "Curve", ""),
+               ),
+        default={"EMPTY", "CAMERA", "LAMP", "ARMATURE", "MESH", "CURVE"},
+        )
+
+    use_export_selected = BoolProperty(
+        name="Selected Objects",
+        description="Export only selected objects (and visible in active "
+                    "layers if that applies).",
+        default=False,
+        )
+    use_mesh_modifiers = BoolProperty(
+        name="Apply Modifiers",
+        description="Apply modifiers to mesh objects (on a copy!).",
+        default=False,
+        )
+    use_active_layers = BoolProperty(
+        name="Active Layers",
+        description="Export only objects on the active layers.",
+        default=True,
+        )
+    use_exclude_ctrl_bones = BoolProperty(
+        name="Exclude Control Bones",
+        description="Exclude skeleton bones with names beginning with 'ctrl'.",
+        default=True,
+        )
+    use_anim = BoolProperty(
+        name="Export Animation",
+        description="Export keyframe animation",
+        default=False,
+        )
+    use_anim_action_all = BoolProperty(
+        name="All Actions",
+        description=("Export all actions for the first armature found "
+                     "in separate Godot files"),
+        default=False,
+        )
+    use_anim_skip_noexp = BoolProperty(
+        name="Skip (-noexp) Actions",
+        description="Skip exporting of actions whose name end in (-noexp)."
+                    " Useful to skip control animations.",
+        default=True,
+        )
+    use_anim_optimize = BoolProperty(
+        name="Optimize Keyframes",
+        description="Remove double keyframes",
+        default=True,
+        )
+
+    anim_optimize_precision = FloatProperty(
+        name="Precision",
+        description=("Tolerence for comparing double keyframes "
+                     "(higher for greater accuracy)"),
+        min=1, max=16,
+        soft_min=1, soft_max=16,
+        default=6.0,
+        )
+
+    use_metadata = BoolProperty(
+        name="Use Metadata",
+        default=True,
+        options={"HIDDEN"},
+        )
+
+    @property
+    def check_extension(self):
+        return True
+
+    def execute(self, context):
+        if not self.filepath:
+            raise Exception("filepath not set")
+
+        print("esporting scene "+str(len(context.scene.objects)))
+   
+        keywords = self.as_keywords(ignore=("axis_forward",
+                                            "axis_up",
+                                            "global_scale",
+                                            "check_existing",
+                                            "filter_glob",
+                                            "xna_validate",
+                                            ))
+
+        from . import export_godot
+        return export_godot.save(self, context, **keywords)
+
+
+def menu_func(self, context):
+    self.layout.operator(ExportGodot.bl_idname, text="Godot Engine (.escn)")
+
+
+def register():
+    bpy.utils.register_module(__name__)
+
+    bpy.types.INFO_MT_file_export.append(menu_func)
+
+
+def unregister():
+    bpy.utils.unregister_module(__name__)
+
+    bpy.types.INFO_MT_file_export.remove(menu_func)
+
+if __name__ == "__main__":
+    register()

+ 1448 - 0
io_scene_godot/export_godot.py

@@ -0,0 +1,1448 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  This program is free software; you can redistribute it and/or
+#  modify it under the terms of the GNU General Public License
+#  as published by the Free Software Foundation; either version 2
+#  of the License, or (at your option) any later version.
+#
+#  This program is distributed in the hope that it will be useful,
+#  but WITHOUT ANY WARRANTY; without even the implied warranty of
+#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+#  GNU General Public License for more details.
+#
+#  You should have received a copy of the GNU General Public License
+#  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# Script copyright (C) Juan Linietsky
+# Contact Info: [email protected]
+
+"""
+This script is an exporter to Godot Engine
+
+http://www.godotengine.org
+"""
+
+import os
+import time
+import math
+import shutil
+import bpy
+import bmesh
+from mathutils import Vector, Matrix
+
+#sections (in this order)
+S_EXTERNAL_RES = 0
+S_INTERNAL_RES = 1
+S_NODES = 2
+
+CMP_EPSILON = 0.0001
+
+
+def snap_tup(tup):
+    ret = ()
+    for x in tup:
+        ret += (x - math.fmod(x, 0.0001), )
+
+    return tup
+
+
+def fix_matrix(mtx):
+    
+    tr = Matrix(mtx)
+    up_axis = 2
+    
+    for i in range(3):
+        tr[1][i], tr[up_axis][i] = tr[up_axis][i], tr[1][i]
+    for i in range(3):
+        tr[i][1], tr[i][up_axis] = tr[i][up_axis], tr[i][1]
+                   
+    tr[1][3], tr[up_axis][3] = tr[up_axis][3], tr[1][3] 
+
+    tr[up_axis][0] = -tr[up_axis][0];
+    tr[up_axis][1] = -tr[up_axis][1];
+    tr[0][up_axis] = -tr[0][up_axis];
+    tr[1][up_axis] = -tr[1][up_axis];
+    tr[up_axis][3] = -tr[up_axis][3]
+    
+    return tr
+
+def fix_vertex(vtx):
+    return Vector((vtx.x,vtx.z,-vtx.y))
+    
+
+def strmtx(mtx):
+    mtx = fix_matrix(mtx)
+    s = ""
+    for x in range(3):
+        for y in range(3):
+            if (x!=0 or y!=0):
+                s+=", "
+            s += "{} ".format(mtx[x][y])
+            
+    for x in range(3):
+        s += ",{} ".format(mtx[x][3])
+    
+    s = "Transform( {} )".format(s)
+    return s
+
+
+def numarr(a, mult=1.0):
+    s = " "
+    for x in a:
+        s += " {}".format(x * mult)
+    s += " "
+    return s
+
+
+def numarr_alpha(a, mult=1.0):
+    s = " "
+    for x in a:
+        s += " {}".format(x * mult)
+    if len(a) == 3:
+        s += " 1.0"
+    s += " "
+    return s
+
+
+def strarr(arr):
+    s = " "
+    for x in arr:
+        s += " {}".format(x)
+    s += " "
+    return s
+
+
+class GodotExporter:
+
+    def validate_id(self, d):
+        if (d.find("id-") == 0):
+            return "z{}".format(d)
+        return d
+
+
+    def new_resource_id(self):
+        self.last_res_id += 1
+        return self.last_res_id
+
+    def new_external_resource_id(self):
+        self.last_ext_res_id += 1
+        return self.last_ext_res_id
+
+    class Vertex:
+
+        def close_to(self, v):
+            if self.vertex - v.vertex.length() > CMP_EPSILON:
+                return False
+            if self.normal - v.normal.length() > CMP_EPSILON:
+                return False
+            if self.uv - v.uv.length() > CMP_EPSILON:
+                return False
+            if self.uv2 - v.uv2.length() > CMP_EPSILON:
+                return False
+
+            return True
+
+        def get_tup(self):
+            tup = (self.vertex.x, self.vertex.y, self.vertex.z, self.normal.x,
+                   self.normal.y, self.normal.z)
+            for t in self.uv:
+                tup = tup + (t.x, t.y)
+            if self.color is not None:
+                tup = tup + (self.color.x, self.color.y, self.color.z)
+            if self.tangent is not None:
+                tup = tup + (self.tangent.x, self.tangent.y, self.tangent.z)
+            if self.bitangent is not None:
+                tup = tup + (self.bitangent.x, self.bitangent.y,
+                             self.bitangent.z)
+            for t in self.bones:
+                tup = tup + (float(t), )
+            for t in self.weights:
+                tup = tup + (float(t), )
+
+            return tup
+
+        __slots__ = ("vertex", "normal", "tangent", "bitangent", "color", "uv",
+                     "uv2", "bones", "weights")
+
+        def __init__(self):
+            self.vertex = Vector((0.0, 0.0, 0.0))
+            self.normal = Vector((0.0, 0.0, 0.0))
+            self.tangent = None
+            self.bitangent = None
+            self.color = None
+            self.uv = []
+            self.uv2 = Vector((0.0, 0.0))
+            self.bones = []
+            self.weights = []
+
+    def writel(self, section, indent, text):
+        if (not (section in self.sections)):
+            self.sections[section] = []
+        line = "{}{}".format(indent * "\t", text)
+        self.sections[section].append(line)
+
+    def purge_empty_nodes(self):
+        sections = {}
+        for k, v in self.sections.items():
+            if not (len(v) == 2 and v[0][1:] == v[1][2:]):
+                sections[k] = v
+        self.sections = sections
+        
+    def to_color(self,color):
+        return "Color( {}, {}, {}, 1.0 )".format(color[0],color[1],color[2])
+
+    def export_image(self, image):
+        img_id = self.image_cache.get(image)
+        if img_id:
+            return img_id
+
+        imgpath = image.filepath
+        if imgpath.startswith("//"):
+            imgpath = bpy.path.abspath(imgpath)
+
+        try:
+            imgpath = os.path.relpath(imgpath, os.path.dirname(self.path)).replace("\\", "/")
+        except:
+            # TODO: Review, not sure why it fails
+            pass
+
+        imgid = str(self.new_external_resource_id())
+
+        self.image_cache[image]=imgid
+        self.writel(S_EXTERNAL_RES, 0,'[ext_resource path="'+imgpath+'" type="Texture" id='+imgid+']')
+        return imgid
+
+    def export_material(self, material, double_sided_hint=True):
+        material_id = self.material_cache.get(material)
+        if material_id:
+            return material_id
+
+        material_id = str(self.new_resource_id())
+        self.material_cache[material]=material_id
+        
+        self.writel(S_INTERNAL_RES,0,'\n[sub_resource type="SpatialMaterial" id='+material_id+']\n')
+        return material_id
+
+
+    class Surface:
+        def __init__(self):
+            self.vertices = []
+            self.vertex_map = {}
+            self.indices = []
+    
+    def make_arrays(self, node, armature, mesh_lines, ret_materials, skeyindex=-1):
+        
+        mesh = node.to_mesh(self.scene, self.config["use_mesh_modifiers"],
+                            "RENDER")  # TODO: Review
+        self.temp_meshes.add(mesh)
+        
+        if (True): # Triangulate, always
+            bm = bmesh.new()
+            bm.from_mesh(mesh)
+            bmesh.ops.triangulate(bm, faces=bm.faces)
+            bm.to_mesh(mesh)
+            bm.free()
+
+    
+        surfaces = []
+        material_to_surface = {}
+
+        mesh.update(calc_tessface=True)
+
+        si = None
+        if armature is not None:
+            si = self.skeleton_info[armature]
+
+        # TODO: Implement automatic tangent detection
+        has_tangents = True # always use tangents, we are grown up now.
+
+        has_colors = len(mesh.vertex_colors)
+        mat_assign = []
+
+        uv_layer_count = len(mesh.uv_textures)
+        if (uv_layer_count>2):
+            uv_layer_count=2
+            
+        if has_tangents and len(mesh.uv_textures):
+            try:
+                mesh.calc_tangents()
+            except:
+                self.operator.report(
+                    {"WARNING"},
+                    "CalcTangets failed for mesh \"{}\", no tangets will be "
+                    "exported.".format(mesh.name))
+                mesh.calc_normals_split()
+                has_tangents = False
+
+        else:
+            mesh.calc_normals_split()
+            has_tangents = False
+            
+
+        for fi in range(len(mesh.polygons)):
+            f = mesh.polygons[fi]
+
+            if not (f.material_index in material_to_surface):
+                material_to_surface[f.material_index] = len(surfaces)
+                surfaces.append( self.Surface() )
+
+                try:
+                    # TODO: Review, understand why it throws
+                    mat = mesh.materials[f.material_index]
+                except:
+                    mat = None
+
+                if (mat is not None):
+                     ret_materials.append(self.export_material(
+                        mat, mesh.show_double_sided))
+                else:
+                     ret_materials.append(None)
+                    
+               
+
+            surface = surfaces[material_to_surface[f.material_index]]
+            vi = []
+
+            for lt in range(f.loop_total):
+                loop_index = f.loop_start + lt
+                ml = mesh.loops[loop_index]
+                mv = mesh.vertices[ml.vertex_index]
+
+                v = self.Vertex()
+                v.vertex = fix_vertex(Vector(mv.co))
+
+                for xt in mesh.uv_layers:
+                    v.uv.append(Vector(xt.data[loop_index].uv))
+
+                if (has_colors):
+                    v.color = Vector(
+                        mesh.vertex_colors[0].data[loop_index].color)
+
+                v.normal = fix_vertex(Vector(ml.normal))
+
+                if (has_tangents):
+                    v.tangent = fix_vertex(Vector(ml.tangent))
+                    v.bitangent = fix_vertex(Vector(ml.bitangent))
+
+                if armature is not None:
+                    wsum = 0.0
+
+                    for vg in mv.groups:
+                        if vg.group >= len(node.vertex_groups):
+                            continue
+                        name = node.vertex_groups[vg.group].name
+
+                        if (name in si["bone_index"]):
+                            # TODO: Try using 0.0001 since Blender uses
+                            #       zero weight
+                            if (vg.weight > 0.001):
+                                v.bones.append(si["bone_index"][name])
+                                v.weights.append(vg.weight)
+                                wsum += vg.weight
+                    if (wsum == 0.0):
+                        if not self.wrongvtx_report:
+                            self.operator.report(
+                                {"WARNING"},
+                                "Mesh for object \"{}\" has unassigned "
+                                "weights. This may look wrong in exported "
+                                "model.".format(node.name))
+                            self.wrongvtx_report = True
+
+                        # TODO: Explore how to deal with zero-weight bones,
+                        #       which remain local
+                        v.bones.append(0)
+                        v.weights.append(1)
+
+                tup = v.get_tup()
+                idx = 0
+                # Do not optmize if using shapekeys
+                if (skeyindex == -1 and tup in surface.vertex_map):
+                    idx = surface.vertex_map[tup]
+                else:
+                    idx = len(surface.vertices)
+                    surface.vertices.append(v)
+                    surface.vertex_map[tup] = idx
+
+                vi.append(idx)
+
+            if (len(vi) > 2):  # Only triangles and above
+                surface.indices.append(vi)
+
+       
+        for s in surfaces:
+            surface_lines=[]
+                        
+            #Vertices
+            float_values = "Vector3Array("   
+            first=""
+            for v in s.vertices:
+                float_values += first+" {}, {}, {}".format(
+                    v.vertex.x, v.vertex.y, v.vertex.z)
+                first=","
+            float_values+="),"
+            surface_lines.append(float_values)
+            
+            # Normals Array
+            float_values = "Vector3Array("
+            first=""
+            for v in s.vertices:
+                float_values += first+" {}, {}, {}".format(
+                    v.normal.x, v.normal.y, v.normal.z)
+                first=","
+            float_values+="),"
+            surface_lines.append(float_values)
+                
+
+            if (has_tangents):
+                float_values = "FloatArray("
+                first=""
+                for v in s.vertices:
+                    cr = [(v.normal.y * v.tangent.z) - (v.normal.z * v.tangent.y),
+                (v.normal.z * v.tangent.x) - (v.normal.x * v.tangent.z),
+                (v.normal.x * v.tangent.y) - (v.normal.y * v.tangent.x)]
+                    dp = cr[0]*v.bitangent.x + cr[1]*v.bitangent.y + cr[2]*v.bitangent.z
+                    if (dp>0):
+                        dp=1.0
+                    else:
+                        dp=-1.0
+
+                    float_values += first+" {}, {}, {}, {}".format(
+                        v.tangent.x, v.tangent.y, v.tangent.z,dp)
+                    first=","
+                float_values+="),"
+                surface_lines.append(float_values)
+            else:
+                surface_lines.append("null, ; No Tangents")
+                
+            # Color Arrays
+            if (has_colors):
+                float_values = "ColorArray("
+                first=""
+                for v in s.vertices:
+                    float_values += first+" {}, {}, {}".format(
+                        v.color.x, v.color.y, v.color.z)
+                    first=","
+                float_values+="),"
+                surface_lines.append(float_values)
+            else:
+                surface_lines.append("null, ; No Colors")
+
+            # UV Arrays
+            for i in range(2):
+                if (i >= uv_layer_count):
+                    surface_lines.append("null, ; No UV"+str(i+1))
+                    continue
+                float_values = "Vector2Array("
+                first=","                
+                for v in vertices:
+                    try:
+                        float_values += " {}, {}".format(v.uv[i].x, v.uv[i].y)+first
+                    except:
+                        # TODO: Review, understand better the multi-uv-layer API
+                        float_values += " 0, 0 "
+                        
+                    first=""
+                float_values+="),"
+                surface_lines.append(float_values)
+
+            # Bones and Weights
+            # Export armature data (if armature exists)
+            if (armature is not None):
+                # Skin Weights!
+                float_values = "FloatArray("
+                float_valuesw = "FloatArray("
+                first=True
+                for v in s.vertices:
+                    skin_weights_total += len(v.weights)
+                    w = []
+                    for i in len(v.bones):
+                        w += (v.bones[i],v.weights[i])
+                        
+                    w = sorted( w, key=lambda x: -x[1])
+                    totalw = 0.0
+                    for x in w:
+                        totalw+=x[1]
+                    if (totalw==0.0):
+                        totalw=0.000000001
+                    
+                        
+                    for i in range(4):
+                        if (i>0):
+                            float_values+=","
+                            float_valuesw+=","
+                        if (i<len(w)):
+                            float_values+=" {}".format(w[i][0])
+                            float_valuesw+=" {}".format(w[i][1]/totalw)
+                        else:
+                            float_values+=" 0" 
+                            float_valuesw+=" 0.0"
+
+                    if (not first):
+                            float_values+=","
+                            float_valuesw+=","
+                    else:
+                        first=False
+
+                float_values+="),"
+                surface_lines.append(float_values)
+                float_valuesw+="),"
+                surface_lines.append(float_valuesw)
+
+            else:
+                surface_lines.append("null, ; No Bones")
+                surface_lines.append("null, ; No Weights")
+    
+    
+            # Indices
+            int_values = "IntArray("
+            first=""            
+            for v in s.indices:
+                int_values += first+" {}, {}, {} ".format(v[0],v[2],v[1]) #flip order as godot uses front is clockwise
+                first=","
+                
+            int_values+="),"
+            surface_lines.append(int_values)
+            mesh_lines.append(surface_lines)
+       
+    
+    def export_mesh(self, node, armature=None, skeyindex=-1, skel_source=None,
+                    custom_name=None):
+        mesh = node.data
+
+        if (node.data in self.mesh_cache):
+            return self.mesh_cache[mesh]
+        
+        morph_target_arrays=[]
+        morph_target_names= []
+
+        if (mesh.shape_keys is not None and len(
+                mesh.shape_keys.key_blocks)):
+            values = []
+            morph_targets = []
+            md = None
+            for k in range(0, len(mesh.shape_keys.key_blocks)):
+                shape = node.data.shape_keys.key_blocks[k]
+                values += [shape.value]
+                shape.value = 0
+
+            mid = self.new_id("morph")
+
+            for k in range(0, len(mesh.shape_keys.key_blocks)):
+                shape = node.data.shape_keys.key_blocks[k]
+                node.show_only_shape_key = True
+                node.active_shape_key_index = k
+                shape.value = 1.0
+                mesh.update()
+                p = node.data
+                v = node.to_mesh(bpy.context.scene, True, "RENDER")
+                self.temp_meshes.add(v)
+                node.data = v
+                node.data.update()
+                
+                morph_target_lines = []
+                md = self.make_arrays(node, None, morph_target_lines, [], k)
+                    
+                morph_target_names.append(shape.name)
+                morph_target_arrays.append(morph_target_lines)
+                
+                morph_targ
+                node.data = p
+                node.data.update()
+                shape.value = 0.0
+                
+            node.show_only_shape_key = False
+            node.active_shape_key_index = 0
+            
+        
+        
+        mesh_lines = []
+        mesh_materials = []
+        self.make_arrays(node, armature, mesh_lines, mesh_materials)
+
+        mesh_id = str(self.new_resource_id())
+        self.mesh_cache[mesh]=mesh_id
+
+        self.writel(S_INTERNAL_RES,0,'\n[sub_resource type="ArrayMesh" id='+mesh_id+']\n')
+        
+        
+        
+        for i in range(len(mesh_lines)):
+            pfx = "surfaces/"+str(i)+"/"
+            self.writel(S_INTERNAL_RES,0,"surfaces/"+str(i)+"={")
+            if (mesh_materials[i]!=None):
+                self.writel(S_INTERNAL_RES,1,"\"material\":SubResource("+str(mesh_materials[i])+"),")
+            self.writel(S_INTERNAL_RES,1,"\"primitive\":4,")
+            self.writel(S_INTERNAL_RES,1,"\"arrays\":[")
+            for sline in mesh_lines[i]:
+                self.writel(S_INTERNAL_RES,2,sline)
+            self.writel(S_INTERNAL_RES,1,"],")
+            self.writel(S_INTERNAL_RES,1,"\"morph_arrays\":[]")            
+            self.writel(S_INTERNAL_RES,0,"}")
+                
+        return mesh_id
+
+    def export_mesh_node(self, node, parent_path):
+        if (node.data is None):
+            return
+
+        armature = None
+        armcount = 0
+        for n in node.modifiers:
+            if (n.type == "ARMATURE"):
+                armcount += 1
+
+        self.writel(S_NODES,0, '\n[node name="'+node.name+'" type="MeshInstance" parent="'+parent_path+'"]\n')
+
+        """ Armature should happen just by direct relationship, since godot supports it the same way as Blender now
+        if (node.parent is not None):
+            if (node.parent.type == "ARMATURE"):
+                armature = node.parent
+                if (armcount > 1):
+                    self.operator.report(
+                        {"WARNING"}, "Object \"{}\" refers "
+                        "to more than one armature! "
+                        "This is unsupported.".format(node.name))
+                if (armcount == 0):
+                    self.operator.report(
+                        {"WARNING"}, "Object \"{}\" is child "
+                        "of an armature, but has no armature modifier.".format(
+                            node.name))
+        
+        if (armcount > 0 and not armature):
+            self.operator.report(
+                {"WARNING"},
+                "Object \"{}\" has armature modifier, but is not a child of "
+                "an armature. This is unsupported.".format(node.name))
+        """
+
+        if (node.data.shape_keys is not None):
+            sk = node.data.shape_keys
+            if (sk.animation_data):
+                for d in sk.animation_data.drivers:
+                    if (d.driver):
+                        for v in d.driver.variables:
+                            for t in v.targets:
+                                if (t.id is not None and
+                                        t.id.name in self.scene.objects):
+                                    self.armature_for_morph[
+                                        node] = self.scene.objects[t.id.name]
+
+        meshdata = self.export_mesh(node, armature)
+        
+        self.writel(S_NODES,0, 'mesh=SubResource('+str(meshdata)+")")
+        
+        close_controller = False
+
+        """
+        Rest of armature/morph stuff
+        if ("skin_id" in meshdata):
+            close_controller = True
+            self.writel(
+                S_NODES, il, "<instance_controller url=\"#{}\">".format(
+                    meshdata["skin_id"]))
+            for sn in self.skeleton_info[armature]["skeleton_nodes"]:
+                self.writel(
+                    S_NODES, il + 1, "<skeleton>#{}</skeleton>".format(sn))
+        elif ("morph_id" in meshdata):
+            self.writel(
+                S_NODES, il, "<instance_controller url=\"#{}\">".format(
+                    meshdata["morph_id"]))
+            close_controller = True
+        elif (armature is None):
+            self.writel(S_NODES, il, "<instance_geometry url=\"#{}\">".format(
+                meshdata["id"]))
+
+        if (len(meshdata["material_assign"]) > 0):
+            self.writel(S_NODES, il + 1, "<bind_material>")
+            self.writel(S_NODES, il + 2, "<technique_common>")
+            for m in meshdata["material_assign"]:
+                self.writel(
+                    S_NODES, il + 3,
+                    "<instance_material symbol=\"{}\" target=\"#{}\"/>".format(
+                        m[1], m[0]))
+
+            self.writel(S_NODES, il + 2, "</technique_common>")
+            self.writel(S_NODES, il + 1, "</bind_material>")
+
+        if (close_controller):
+            self.writel(S_NODES, il, "</instance_controller>")
+        else:
+            self.writel(S_NODES, il, "</instance_geometry>")
+        """
+        
+    """
+    def export_armature_bone(self, bone, il, si):
+        is_ctrl_bone = (
+            bone.name.startswith("ctrl") and
+            self.config["use_exclude_ctrl_bones"])
+        if (bone.parent is None and is_ctrl_bone is True):
+            self.operator.report(
+                {"WARNING"}, "Root bone cannot be a control bone.")
+            is_ctrl_bone = False
+
+        if (is_ctrl_bone is False):
+            boneid = self.new_id("bone")
+            boneidx = si["bone_count"]
+            si["bone_count"] += 1
+            bonesid = "{}-{}".format(si["id"], boneidx)
+            if (bone.name in self.used_bones):
+                if (self.config["use_anim_action_all"]):
+                    self.operator.report(
+                        {"WARNING"}, "Bone name \"{}\" used in more than one "
+                        "skeleton. Actions might export wrong.".format(
+                            bone.name))
+            else:
+                self.used_bones.append(bone.name)
+
+            si["bone_index"][bone.name] = boneidx
+            si["bone_ids"][bone] = boneid
+            si["bone_names"].append(bonesid)
+            self.writel(
+                S_NODES, il, "<node id=\"{}\" sid=\"{}\" name=\"{}\" "
+                "type=\"JOINT\">".format(boneid, bonesid, bone.name))
+
+        if (is_ctrl_bone is False):
+            il += 1
+
+        xform = bone.matrix_local
+        if (is_ctrl_bone is False):
+            si["bone_bind_poses"].append(
+                    (si["armature_xform"] * xform).inverted_safe())
+
+        if (bone.parent is not None):
+            xform = bone.parent.matrix_local.inverted_safe() * xform
+        else:
+            si["skeleton_nodes"].append(boneid)
+
+        if (is_ctrl_bone is False):
+            self.writel(
+                S_NODES, il, "<matrix sid=\"transform\">{}</matrix>".format(
+                    strmtx(xform)))
+
+        for c in bone.children:
+            self.export_armature_bone(c, il, si)
+
+        if (is_ctrl_bone is False):
+            il -= 1
+            self.writel(S_NODES, il, "</node>")
+
+    def export_armature_node(self, node, il, parent_path):
+        if (node.data is None):
+            return
+
+        self.skeletons.append(node)
+
+        armature = node.data
+        self.skeleton_info[node] = {
+            "bone_count": 0,
+            "id": self.new_id("skelbones"),
+            "name": node.name,
+            "bone_index": {},
+            "bone_ids": {},
+            "bone_names": [],
+            "bone_bind_poses": [],
+            "skeleton_nodes": [],
+            "armature_xform": node.matrix_world
+        }
+
+        for b in armature.bones:
+            if (b.parent is not None):
+                continue
+            self.export_armature_bone(b, il, self.skeleton_info[node])
+
+        if (node.pose):
+            for b in node.pose.bones:
+                for x in b.constraints:
+                    if (x.type == "ACTION"):
+                        self.action_constraints.append(x.action)
+    """
+    def export_camera_node(self, node, parent_path):
+        if (node.data is None):
+            return
+
+        self.writel(S_NODES,0, '\n[node name="'+node.name+'" type="Camera" parent="'+parent_path+'"]\n')
+        camera = node.data
+  
+        if (camera.type == "PERSP"):
+            self.writel(S_NODES,0, "projection=0")
+            self.writel(S_NODES,0, "fov="+str(math.degrees(camera.angle)))
+            self.writel(S_NODES,0, "far="+str(math.degrees(camera.clip_end)))
+            self.writel(S_NODES,0, "near="+str(math.degrees(camera.clip_start)))
+            
+        else:
+            self.writel(S_NODES,0, "projection=1")
+            self.writel(S_NODES,0, "size="+str(math.degrees(camera.ortho_scale * 0.5)))
+            self.writel(S_NODES,0, "far="+str(math.degrees(camera.clip_end)))
+            self.writel(S_NODES,0, "near="+str(math.degrees(camera.clip_start)))
+            
+
+    def export_lamp_node(self, node, parent_path):
+        if (node.data is None):
+            return
+
+        light = node.data
+
+        if (light.type == "POINT"):
+            self.writel(S_NODES,0, '\n[node name="'+node.name+'" type="OmniLight" parent="'+parent_path+'"]\n')
+
+            self.writel(S_NODES, 0,"light_color="+self.to_color(light.color))
+            if (light.use_sphere):
+                self.writel(S_NODES, "omni_range={}".format(strarr(light.distance)))
+
+        elif (light.type == "SPOT"):
+            self.writel(S_NODES,0, '\n[node name="'+node.name+'" type="SpotLight" parent="'+parent_path+'"]\n')
+
+            self.writel(S_NODES,0, "light_color="+self.to_color(light.color))
+            
+        else:  # Write a sun lamp for everything else (not supported)
+            self.writel(S_NODES,0, '\n[node name="'+node.name+'" type="DirectionalLight" parent="'+parent_path+'"]\n')
+            self.writel(S_NODES,0, "light_color="+self.to_color(light.color))
+            
+
+
+    def export_empty_node(self, node, il, parent_path):
+        self.writel(S_NODES, '\n[node name="'+node.name+'" type="Position3D" parent="'+parent_path+'"]\n')
+
+    """
+    def export_curve(self, curve):
+        splineid = self.new_id("spline")
+
+        self.writel(
+            S_GEOM, 1, "<geometry id=\"{}\" name=\"{}\">".format(
+                splineid, curve.name))
+        self.writel(S_GEOM, 2, "<spline closed=\"0\">")
+
+        points = []
+        interps = []
+        handles_in = []
+        handles_out = []
+        tilts = []
+
+        for cs in curve.splines:
+
+            if (cs.type == "BEZIER"):
+                for s in cs.bezier_points:
+                    points.append(s.co[0])
+                    points.append(s.co[1])
+                    points.append(s.co[2])
+
+                    handles_in.append(s.handle_left[0])
+                    handles_in.append(s.handle_left[1])
+                    handles_in.append(s.handle_left[2])
+
+                    handles_out.append(s.handle_right[0])
+                    handles_out.append(s.handle_right[1])
+                    handles_out.append(s.handle_right[2])
+
+                    tilts.append(s.tilt)
+                    interps.append("BEZIER")
+            else:
+
+                for s in cs.points:
+                    points.append(s.co[0])
+                    points.append(s.co[1])
+                    points.append(s.co[2])
+                    handles_in.append(s.co[0])
+                    handles_in.append(s.co[1])
+                    handles_in.append(s.co[2])
+                    handles_out.append(s.co[0])
+                    handles_out.append(s.co[1])
+                    handles_out.append(s.co[2])
+                    tilts.append(s.tilt)
+                    interps.append("LINEAR")
+
+        self.writel(S_GEOM, 3, "<source id=\"{}-positions\">".format(splineid))
+        position_values = ""
+        for x in points:
+            position_values += " {}".format(x)
+        self.writel(
+            S_GEOM, 4, "<float_array id=\"{}-positions-array\" "
+            "count=\"{}\">{}</float_array>".format(
+                splineid, len(points), position_values))
+        self.writel(S_GEOM, 4, "<technique_common>")
+        self.writel(
+            S_GEOM, 4, "<accessor source=\"#{}-positions-array\" "
+            "count=\"{}\" stride=\"3\">".format(splineid, len(points) / 3))
+        self.writel(S_GEOM, 5, "<param name=\"X\" type=\"float\"/>")
+        self.writel(S_GEOM, 5, "<param name=\"Y\" type=\"float\"/>")
+        self.writel(S_GEOM, 5, "<param name=\"Z\" type=\"float\"/>")
+        self.writel(S_GEOM, 4, "</accessor>")
+        self.writel(S_GEOM, 3, "</source>")
+
+        self.writel(
+            S_GEOM, 3, "<source id=\"{}-intangents\">".format(splineid))
+        intangent_values = ""
+        for x in handles_in:
+            intangent_values += " {}".format(x)
+        self.writel(
+            S_GEOM, 4, "<float_array id=\"{}-intangents-array\" "
+            "count=\"{}\">{}</float_array>".format(
+                splineid, len(points), intangent_values))
+        self.writel(S_GEOM, 4, "<technique_common>")
+        self.writel(
+            S_GEOM, 4, "<accessor source=\"#{}-intangents-array\" "
+            "count=\"{}\" stride=\"3\">".format(splineid, len(points) / 3))
+        self.writel(S_GEOM, 5, "<param name=\"X\" type=\"float\"/>")
+        self.writel(S_GEOM, 5, "<param name=\"Y\" type=\"float\"/>")
+        self.writel(S_GEOM, 5, "<param name=\"Z\" type=\"float\"/>")
+        self.writel(S_GEOM, 4, "</accessor>")
+        self.writel(S_GEOM, 3, "</source>")
+
+        self.writel(S_GEOM, 3, "<source id=\"{}-outtangents\">".format(
+            splineid))
+        outtangent_values = ""
+        for x in handles_out:
+            outtangent_values += " {}".format(x)
+        self.writel(
+            S_GEOM, 4, "<float_array id=\"{}-outtangents-array\" "
+            "count=\"{}\">{}</float_array>".format(
+                splineid, len(points), outtangent_values))
+        self.writel(S_GEOM, 4, "<technique_common>")
+        self.writel(
+            S_GEOM, 4, "<accessor source=\"#{}-outtangents-array\" "
+            "count=\"{}\" stride=\"3\">".format(splineid, len(points) / 3))
+        self.writel(S_GEOM, 5, "<param name=\"X\" type=\"float\"/>")
+        self.writel(S_GEOM, 5, "<param name=\"Y\" type=\"float\"/>")
+        self.writel(S_GEOM, 5, "<param name=\"Z\" type=\"float\"/>")
+        self.writel(S_GEOM, 4, "</accessor>")
+        self.writel(S_GEOM, 3, "</source>")
+
+        self.writel(
+            S_GEOM, 3, "<source id=\"{}-interpolations\">".format(splineid))
+        interpolation_values = ""
+        for x in interps:
+            interpolation_values += " {}".format(x)
+        self.writel(
+            S_GEOM, 4, "<Name_array id=\"{}-interpolations-array\" "
+            "count=\"{}\">{}</Name_array>"
+            .format(splineid, len(interps), interpolation_values))
+        self.writel(S_GEOM, 4, "<technique_common>")
+        self.writel(
+            S_GEOM, 4, "<accessor source=\"#{}-interpolations-array\" "
+            "count=\"{}\" stride=\"1\">".format(splineid, len(interps)))
+        self.writel(S_GEOM, 5, "<param name=\"INTERPOLATION\" type=\"name\"/>")
+        self.writel(S_GEOM, 4, "</accessor>")
+        self.writel(S_GEOM, 3, "</source>")
+
+        self.writel(S_GEOM, 3, "<source id=\"{}-tilts\">".format(splineid))
+        tilt_values = ""
+        for x in tilts:
+            tilt_values += " {}".format(x)
+        self.writel(
+            S_GEOM, 4,
+            "<float_array id=\"{}-tilts-array\" count=\"{}\">{}</float_array>"
+            .format(splineid, len(tilts), tilt_values))
+        self.writel(S_GEOM, 4, "<technique_common>")
+        self.writel(
+            S_GEOM, 4, "<accessor source=\"#{}-tilts-array\" "
+            "count=\"{}\" stride=\"1\">".format(splineid, len(tilts)))
+        self.writel(S_GEOM, 5, "<param name=\"TILT\" type=\"float\"/>")
+        self.writel(S_GEOM, 4, "</accessor>")
+        self.writel(S_GEOM, 3, "</source>")
+
+        self.writel(S_GEOM, 3, "<control_vertices>")
+        self.writel(
+            S_GEOM, 4,
+            "<input semantic=\"POSITION\" source=\"#{}-positions\"/>"
+            .format(splineid))
+        self.writel(
+            S_GEOM, 4,
+            "<input semantic=\"IN_TANGENT\" source=\"#{}-intangents\"/>"
+            .format(splineid))
+        self.writel(
+            S_GEOM, 4, "<input semantic=\"OUT_TANGENT\" "
+            "source=\"#{}-outtangents\"/>".format(splineid))
+        self.writel(
+            S_GEOM, 4, "<input semantic=\"INTERPOLATION\" "
+            "source=\"#{}-interpolations\"/>".format(splineid))
+        self.writel(
+            S_GEOM, 4, "<input semantic=\"TILT\" source=\"#{}-tilts\"/>"
+            .format(splineid))
+        self.writel(S_GEOM, 3, "</control_vertices>")
+
+        self.writel(S_GEOM, 2, "</spline>")
+        self.writel(S_GEOM, 1, "</geometry>")
+
+        return splineid
+    def export_curve_node(self, node, il):
+        if (node.data is None):
+            return
+
+        curveid = self.export_curve(node.data)
+
+        self.writel(S_NODES, il, "<instance_geometry url=\"#{}\">".format(
+            curveid))
+        self.writel(S_NODES, il, "</instance_geometry>")
+    """
+
+    def export_node(self, node, parent_path):
+        if (node not in self.valid_nodes):
+            return
+
+        
+        prev_node = bpy.context.scene.objects.active
+        bpy.context.scene.objects.active = node
+        
+        node_name = node.name
+        
+
+        if (node.type == "MESH"):
+            self.export_mesh_node(node, parent_path)
+        #elif (node.type == "CURVE"):
+        #    self.export_curve_node(node, il)        
+        #elif (node.type == "ARMATURE"):
+        #    self.export_armature_node(node, il, node_name, parent_path)
+        elif (node.type == "CAMERA"):
+            self.export_camera_node(node, parent_path)
+        elif (node.type == "LAMP"):
+            self.export_lamp_node(node, parent_path)
+        elif (node.type == "EMPTY"):
+            self.export_empty_node(node, parent_path)
+        else:
+            self.writel(S_NODES,0, '\n[node name="'+node.name+'" type="Spatial" parent="'+parent_path+'"]\n')
+            
+
+        self.writel(
+            S_NODES, 0, "transform="+strmtx(node.matrix_local))
+
+        if (parent_path=="."):
+            parent_path = node_name
+        else:
+            parent_path = parent_path+"/"+node_name
+            
+        for x in node.children:
+            self.export_node(x, parent_path)
+
+        bpy.context.scene.objects.active = prev_node
+
+    def is_node_valid(self, node):
+        if (node.type not in self.config["object_types"]):
+            return False
+
+        if (self.config["use_active_layers"]):
+            valid = False
+            for i in range(20):
+                if (node.layers[i] and self.scene.layers[i]):
+                    valid = True
+                    break
+            if (not valid):
+                return False
+
+        if (self.config["use_export_selected"] and not node.select):
+            return False
+
+        return True
+
+    def export_scene(self):
+
+        print("esporting scene "+str(len(self.scene.objects)))
+        for obj in self.scene.objects:
+            print("OBJ: "+obj.name)
+            if (obj in self.valid_nodes):
+                continue
+            if (self.is_node_valid(obj)):
+                n = obj
+                while (n is not None):
+                    if (n not in self.valid_nodes):
+                        self.valid_nodes.append(n)
+                        print("VALID: "+n.name)
+                    n = n.parent
+
+        self.writel(S_NODES,0, '\n[node name="scene" type="Spatial"]\n')            
+
+        for obj in self.scene.objects:
+            if (obj in self.valid_nodes and obj.parent is None):
+                self.export_node(obj,".")
+
+
+    """
+    def export_animation_transform_channel(self, target, keys, matrices=True):
+        frame_total = len(keys)
+        anim_id = self.new_id("anim")
+        self.writel(S_ANIM, 1, "<animation id=\"{}\">".format(anim_id))
+        source_frames = ""
+        source_transforms = ""
+        source_interps = ""
+
+        for k in keys:
+            source_frames += " {}".format(k[0])
+            if (matrices):
+                source_transforms += " {}".format(strmtx(k[1]))
+            else:
+                source_transforms += " {}".format(k[1])
+
+            source_interps += " LINEAR"
+
+        # Time Source
+        self.writel(S_ANIM, 2, "<source id=\"{}-input\">".format(anim_id))
+        self.writel(
+            S_ANIM, 3, "<float_array id=\"{}-input-array\" "
+            "count=\"{}\">{}</float_array>".format(
+                anim_id, frame_total, source_frames))
+        self.writel(S_ANIM, 3, "<technique_common>")
+        self.writel(
+            S_ANIM, 4, "<accessor source=\"#{}-input-array\" "
+            "count=\"{}\" stride=\"1\">".format(anim_id, frame_total))
+        self.writel(S_ANIM, 5, "<param name=\"TIME\" type=\"float\"/>")
+        self.writel(S_ANIM, 4, "</accessor>")
+        self.writel(S_ANIM, 3, "</technique_common>")
+        self.writel(S_ANIM, 2, "</source>")
+
+        if (matrices):
+            # Transform Source
+            self.writel(
+                S_ANIM, 2, "<source id=\"{}-transform-output\">".format(
+                    anim_id))
+            self.writel(
+                S_ANIM, 3, "<float_array id=\"{}-transform-output-array\" "
+                "count=\"{}\">{}</float_array>".format(
+                    anim_id, frame_total * 16, source_transforms))
+            self.writel(S_ANIM, 3, "<technique_common>")
+            self.writel(
+                S_ANIM, 4,
+                "<accessor source=\"#{}-transform-output-array\" count=\"{}\" "
+                "stride=\"16\">".format(anim_id, frame_total))
+            self.writel(
+                S_ANIM, 5, "<param name=\"TRANSFORM\" type=\"float4x4\"/>")
+            self.writel(S_ANIM, 4, "</accessor>")
+            self.writel(S_ANIM, 3, "</technique_common>")
+            self.writel(S_ANIM, 2, "</source>")
+        else:
+            # Value Source
+            self.writel(
+                S_ANIM, 2,
+                "<source id=\"{}-transform-output\">".format(anim_id))
+            self.writel(
+                S_ANIM, 3, "<float_array id=\"{}-transform-output-array\" "
+                "count=\"{}\">{}</float_array>".format(
+                    anim_id, frame_total, source_transforms))
+            self.writel(S_ANIM, 3, "<technique_common>")
+            self.writel(
+                S_ANIM, 4, "<accessor source=\"#{}-transform-output-array\" "
+                "count=\"{}\" stride=\"1\">".format(anim_id, frame_total))
+            self.writel(S_ANIM, 5, "<param name=\"X\" type=\"float\"/>")
+            self.writel(S_ANIM, 4, "</accessor>")
+            self.writel(S_ANIM, 3, "</technique_common>")
+            self.writel(S_ANIM, 2, "</source>")
+
+        # Interpolation Source
+        self.writel(
+            S_ANIM, 2, "<source id=\"{}-interpolation-output\">".format(
+                anim_id))
+        self.writel(
+            S_ANIM, 3, "<Name_array id=\"{}-interpolation-output-array\" "
+            "count=\"{}\">{}</Name_array>".format(
+                anim_id, frame_total, source_interps))
+        self.writel(S_ANIM, 3, "<technique_common>")
+        self.writel(
+            S_ANIM, 4, "<accessor source=\"#{}-interpolation-output-array\" "
+            "count=\"{}\" stride=\"1\">".format(anim_id, frame_total))
+        self.writel(S_ANIM, 5, "<param name=\"INTERPOLATION\" type=\"Name\"/>")
+        self.writel(S_ANIM, 4, "</accessor>")
+        self.writel(S_ANIM, 3, "</technique_common>")
+        self.writel(S_ANIM, 2, "</source>")
+
+        self.writel(S_ANIM, 2, "<sampler id=\"{}-sampler\">".format(anim_id))
+        self.writel(
+            S_ANIM, 3,
+            "<input semantic=\"INPUT\" source=\"#{}-input\"/>".format(anim_id))
+        self.writel(
+            S_ANIM, 3, "<input semantic=\"OUTPUT\" "
+            "source=\"#{}-transform-output\"/>".format(anim_id))
+        self.writel(
+            S_ANIM, 3, "<input semantic=\"INTERPOLATION\" "
+            "source=\"#{}-interpolation-output\"/>".format(anim_id))
+        self.writel(S_ANIM, 2, "</sampler>")
+        if (matrices):
+            self.writel(
+                S_ANIM, 2, "<channel source=\"#{}-sampler\" "
+                "target=\"{}/transform\"/>".format(anim_id, target))
+        else:
+            self.writel(
+                S_ANIM, 2, "<channel source=\"#{}-sampler\" "
+                "target=\"{}\"/>".format(anim_id, target))
+        self.writel(S_ANIM, 1, "</animation>")
+
+        return [anim_id]
+
+    def export_animation(self, start, end, allowed=None):
+        # TODO: Blender -> Collada frames needs a little work
+        #       Collada starts from 0, blender usually from 1.
+        #       The last frame must be included also
+
+        frame_orig = self.scene.frame_current
+
+        frame_len = 1.0 / self.scene.render.fps
+        frame_sub = 0
+        if (start > 0):
+            frame_sub = start * frame_len
+
+        tcn = []
+        xform_cache = {}
+        blend_cache = {}
+
+        # Change frames first, export objects last, boosts performance
+        for t in range(start, end + 1):
+            self.scene.frame_set(t)
+            key = t * frame_len - frame_sub
+
+            for node in self.scene.objects:
+                if (node not in self.valid_nodes):
+                    continue
+                if (allowed is not None and not (node in allowed)):
+                    if (node.type == "MESH" and node.data is not None and
+                        (node in self.armature_for_morph) and (
+                            self.armature_for_morph[node] in allowed)):
+                        pass
+                    else:
+                        continue
+                if (node.type == "MESH" and node.data is not None and
+                    node.data.shape_keys is not None and (
+                        node.data in self.mesh_cache) and len(
+                            node.data.shape_keys.key_blocks)):
+                    target = self.mesh_cache[node.data]["morph_id"]
+                    for i in range(len(node.data.shape_keys.key_blocks)):
+
+                        if (i == 0):
+                            continue
+
+                        name = "{}-morph-weights({})".format(target, i - 1)
+                        if (not (name in blend_cache)):
+                            blend_cache[name] = []
+
+                        blend_cache[name].append(
+                            (key, node.data.shape_keys.key_blocks[i].value))
+
+                if (node.type == "MESH" and node.parent and
+                        node.parent.type == "ARMATURE"):
+                    # In Collada, nodes that have skin modifier must not export
+                    # animation, animate the skin instead
+                    continue
+
+                if (len(node.constraints) > 0 or
+                        node.animation_data is not None):
+                    # If the node has constraints, or animation data, then
+                    # export a sampled animation track
+                    name = self.validate_id(node.name)
+                    if (not (name in xform_cache)):
+                        xform_cache[name] = []
+
+                    mtx = node.matrix_world.copy()
+                    if (node.parent):
+                        mtx = node.parent.matrix_world.inverted_safe() * mtx
+
+                    xform_cache[name].append((key, mtx))
+
+                if (node.type == "ARMATURE"):
+                    # All bones exported for now
+                    for bone in node.data.bones:
+                        if((bone.name.startswith("ctrl") and
+                                self.config["use_exclude_ctrl_bones"])):
+                            continue
+
+                        bone_name = self.skeleton_info[node]["bone_ids"][bone]
+
+                        if (not (bone_name in xform_cache)):
+                            xform_cache[bone_name] = []
+
+                        posebone = node.pose.bones[bone.name]
+                        parent_posebone = None
+
+                        mtx = posebone.matrix.copy()
+                        if (bone.parent):
+                            if (self.config["use_exclude_ctrl_bones"]):
+                                current_parent_posebone = bone.parent
+                                while (current_parent_posebone.name
+                                        .startswith("ctrl") and
+                                        current_parent_posebone.parent):
+                                    current_parent_posebone = (
+                                        current_parent_posebone.parent)
+                                parent_posebone = node.pose.bones[
+                                    current_parent_posebone.name]
+                            else:
+                                parent_posebone = node.pose.bones[
+                                    bone.parent.name]
+                            parent_invisible = False
+
+                            for i in range(3):
+                                if (parent_posebone.scale[i] == 0.0):
+                                    parent_invisible = True
+
+                            if (not parent_invisible):
+                                mtx = (
+                                    parent_posebone.matrix
+                                    .inverted_safe() * mtx)
+
+                        xform_cache[bone_name].append((key, mtx))
+
+        self.scene.frame_set(frame_orig)
+
+        # Export animation XML
+        for nid in xform_cache:
+            tcn += self.export_animation_transform_channel(
+                nid, xform_cache[nid], True)
+        for nid in blend_cache:
+            tcn += self.export_animation_transform_channel(
+                nid, blend_cache[nid], False)
+
+        return tcn
+
+    def export_animations(self):
+        tmp_mat = []
+        for s in self.skeletons:
+            tmp_bone_mat = []
+            for bone in s.pose.bones:
+                tmp_bone_mat.append(Matrix(bone.matrix_basis))
+                bone.matrix_basis = Matrix()
+            tmp_mat.append([Matrix(s.matrix_local), tmp_bone_mat])
+
+        self.writel(S_ANIM, 0, "<library_animations>")
+
+        if (self.config["use_anim_action_all"] and len(self.skeletons)):
+
+            cached_actions = {}
+
+            for s in self.skeletons:
+                if s.animation_data and s.animation_data.action:
+                    cached_actions[s] = s.animation_data.action.name
+
+            self.writel(S_ANIM_CLIPS, 0, "<library_animation_clips>")
+
+            for x in bpy.data.actions[:]:
+                if x.users == 0 or x in self.action_constraints:
+                    continue
+                if (self.config["use_anim_skip_noexp"] and
+                        x.name.endswith("-noexp")):
+                    continue
+
+                bones = []
+                # Find bones used
+                for p in x.fcurves:
+                    dp = p.data_path
+                    base = "pose.bones[\""
+                    if dp.startswith(base):
+                        dp = dp[len(base):]
+                        if (dp.find("\"") != -1):
+                            dp = dp[:dp.find("\"")]
+                            if (dp not in bones):
+                                bones.append(dp)
+
+                allowed_skeletons = []
+                for i, y in enumerate(self.skeletons):
+                    if (y.animation_data):
+                        for z in y.pose.bones:
+                            if (z.bone.name in bones):
+                                if (y not in allowed_skeletons):
+                                    allowed_skeletons.append(y)
+                        y.animation_data.action = x
+
+                        y.matrix_local = tmp_mat[i][0]
+                        for j, bone in enumerate(s.pose.bones):
+                            bone.matrix_basis = Matrix()
+
+                tcn = self.export_animation(int(x.frame_range[0]), int(
+                    x.frame_range[1] + 0.5), allowed_skeletons)
+                framelen = (1.0 / self.scene.render.fps)
+                start = x.frame_range[0] * framelen
+                end = x.frame_range[1] * framelen
+                self.writel(
+                    S_ANIM_CLIPS, 1, "<animation_clip name=\"{}\" "
+                    "start=\"{}\" end=\"{}\">".format(x.name, start, end))
+                for z in tcn:
+                    self.writel(S_ANIM_CLIPS, 2,
+                                "<instance_animation url=\"#{}\"/>".format(z))
+                self.writel(S_ANIM_CLIPS, 1, "</animation_clip>")
+                if (len(tcn) == 0):
+                    self.operator.report(
+                        {"WARNING"}, "Animation clip \"{}\" contains no "
+                        "tracks.".format(x.name))
+
+            self.writel(S_ANIM_CLIPS, 0, "</library_animation_clips>")
+
+            for i, s in enumerate(self.skeletons):
+                if (s.animation_data is None):
+                    continue
+                if s in cached_actions:
+                    s.animation_data.action = bpy.data.actions[
+                        cached_actions[s]]
+                else:
+                    s.animation_data.action = None
+                    for j, bone in enumerate(s.pose.bones):
+                        bone.matrix_basis = tmp_mat[i][1][j]
+
+        else:
+            self.export_animation(self.scene.frame_start, self.scene.frame_end)
+
+        self.writel(S_ANIM, 0, "</library_animations>")
+    """
+    def export(self):
+
+        self.export_scene()
+        self.purge_empty_nodes()
+
+        #if (self.config["use_anim"]):
+        #    self.export_animations()
+
+        try:
+            f = open(self.path, "wb")
+        except:
+            return False
+
+
+        f.write(bytes("[gd_scene load_steps=1 format=2]\n\n", "UTF-8")) # TOODO count nodes and resources written for proper steps, though this is kinda useless on import anyway
+
+        if (S_EXTERNAL_RES in self.sections):
+            for l in self.sections[S_EXTERNAL_RES]:
+                f.write(bytes(l + "\n", "UTF-8"))
+
+        if (S_INTERNAL_RES in self.sections):
+            for l in self.sections[S_INTERNAL_RES]:
+                f.write(bytes(l + "\n", "UTF-8"))
+
+        for l in self.sections[S_NODES]:
+            f.write(bytes(l + "\n", "UTF-8"))
+
+        return True
+
+    __slots__ = ("operator", "scene", "last_res_id", "last_ext_res_id",  "sections",
+                 "path", "mesh_cache", "curve_cache", "material_cache",
+                 "image_cache", "skeleton_info", "config", "valid_nodes",
+                 "armature_for_morph", "used_bones", "wrongvtx_report",
+                 "skeletons", "action_constraints", "temp_meshes")
+
+    def __init__(self, path, kwargs, operator):
+        self.operator = operator
+        self.scene = bpy.context.scene
+        self.last_res_id = 0
+        self.last_ext_res_id = 0
+        self.sections = {}
+        self.path = path
+        self.mesh_cache = {}
+        self.temp_meshes = set()
+        self.curve_cache = {}
+        self.material_cache = {}
+        self.image_cache = {}
+        self.skeleton_info = {}
+        self.config = kwargs
+        self.valid_nodes = []
+        self.armature_for_morph = {}
+        self.used_bones = []
+        self.wrongvtx_report = False
+        self.skeletons = []
+        self.action_constraints = []
+
+    def __enter__(self):
+        return self
+
+    def __exit__(self, *exc):
+        for mesh in self.temp_meshes:
+            bpy.data.meshes.remove(mesh)
+
+
+def save(operator, context, filepath="", use_selection=False, **kwargs):
+    with GodotExporter(filepath, kwargs, operator) as exp:
+        exp.export()
+
+    return {"FINISHED"}