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Merge pull request #5480 from paper-pauper/blender-flake8

Made Better Collada Exporter flake8-compliant
Rémi Verschelde há 9 anos atrás
pai
commit
0e119a9164

+ 237 - 133
tools/export/blender25/godot_export_manager.py

@@ -18,23 +18,27 @@
 
 # Script copyright (c) Andreas Esau
 
+import bpy
+from bpy.props import (StringProperty, BoolProperty, EnumProperty,
+                       FloatProperty, IntProperty, CollectionProperty)
+import os
+from bpy.app.handlers import persistent
+from mathutils import Matrix
+
 bl_info = {
     "name": "Godot Export Manager",
     "author": "Andreas Esau",
     "version": (1, 0),
     "blender": (2, 7, 0),
     "location": "Scene Properties > Godot Export Manager",
-    "description": "Godot Export Manager uses the Better Collada Exporter to manage Export Groups and automatically export the objects groups to Collada Files.",
+    "description": "Godot Export Manager uses the Better Collada Exporter"
+    "to manage Export Groups and automatically export the objects groups"
+    "to Collada Files.",
     "warning": "",
     "wiki_url": ("http://www.godotengine.org"),
     "tracker_url": "",
     "category": "Import-Export"}
 
-import bpy
-from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty, FloatVectorProperty, IntProperty, CollectionProperty, PointerProperty
-import os
-from bpy.app.handlers import persistent
-from mathutils import Vector, Matrix
 
 class godot_export_manager(bpy.types.Panel):
     bl_label = "Godot Export Manager"
@@ -44,8 +48,8 @@ class godot_export_manager(bpy.types.Panel):
 
     bpy.types.Scene.godot_export_on_save = BoolProperty(default=False)
 
-    ### draw function for all ui elements
     def draw(self, context):
+        """ Draw function for all ui elements """
         layout = self.layout
         split = self.layout.split()
         scene = bpy.data.scenes[0]
@@ -54,38 +58,43 @@ class godot_export_manager(bpy.types.Panel):
 
         row = layout.row()
         col = row.column()
-        col.prop(scene,"godot_export_on_save",text="Export Groups on save")
+        col.prop(scene, "godot_export_on_save", text="Export Groups on save")
 
         row = layout.row()
         col = row.column(align=True)
-        op = col.operator("scene.godot_add_objects_to_group",text="Add selected objects to Group",icon="COPYDOWN")
-
-        op = col.operator("scene.godot_delete_objects_from_group",text="Delete selected objects from Group",icon="PASTEDOWN")
-
+        op = col.operator("scene.godot_add_objects_to_group",
+                          text="Add selected objects to Group",
+                          icon="COPYDOWN")
 
+        op = col.operator("scene.godot_delete_objects_from_group",
+                          text="Delete selected objects from Group",
+                          icon="PASTEDOWN")
 
         row = layout.row()
         col = row.column()
         col.label(text="Export Groups:")
 
-
         row = layout.row()
         col = row.column()
 
-        col.template_list("UI_List_Godot","dummy",scene, "godot_export_groups", scene, "godot_export_groups_index",rows=1,maxrows=10,type='DEFAULT')
+        col.template_list("UI_List_Godot", "dummy", scene,
+                          "godot_export_groups", scene,
+                          "godot_export_groups_index", rows=1, maxrows=10,
+                          type='DEFAULT')
 
         col = row.column(align=True)
-        col.operator("scene.godot_add_export_group",text="",icon="ZOOMIN")
-        col.operator("scene.godot_delete_export_group",text="",icon="ZOOMOUT")
-        col.operator("scene.godot_export_all_groups",text="",icon="EXPORT")
+        col.operator("scene.godot_add_export_group", text="", icon="ZOOMIN")
+        col.operator("scene.godot_delete_export_group", text="",
+                     icon="ZOOMOUT")
+        col.operator("scene.godot_export_all_groups", text="", icon="EXPORT")
 
         if len(scene.godot_export_groups) > 0:
             row = layout.row()
             col = row.column()
             group = scene.godot_export_groups[scene.godot_export_groups_index]
-            col.prop(group,"name",text="Group Name")
-            col.prop(group,"export_name",text="Export Name")
-            col.prop(group,"export_path",text="Export Filepath")
+            col.prop(group, "name", text="Group Name")
+            col.prop(group, "export_name", text="Export Name")
+            col.prop(group, "export_path", text="Export Filepath")
 
             row = layout.row()
             col = row.column()
@@ -94,41 +103,46 @@ class godot_export_manager(bpy.types.Panel):
             col.label(text="Export Settings:")
 
             col = col.row(align=True)
-            col.prop(group,"apply_loc",toggle=True,icon="MAN_TRANS")
-            col.prop(group,"apply_rot",toggle=True,icon="MAN_ROT")
-            col.prop(group,"apply_scale",toggle=True,icon="MAN_SCALE")
+            col.prop(group, "apply_loc", toggle=True, icon="MAN_TRANS")
+            col.prop(group, "apply_rot", toggle=True, icon="MAN_ROT")
+            col.prop(group, "apply_scale", toggle=True, icon="MAN_SCALE")
 
             row = layout.row()
             col = row.column()
 
-            col.prop(group,"use_include_particle_duplicates")
-            col.prop(group,"use_mesh_modifiers")
-            col.prop(group,"use_tangent_arrays")
-            col.prop(group,"use_triangles")
-            col.prop(group,"use_copy_images")
-            col.prop(group,"use_active_layers")
-            col.prop(group,"use_anim")
-            col.prop(group,"use_anim_action_all")
-            col.prop(group,"use_anim_skip_noexp")
-            col.prop(group,"use_anim_optimize")
-            col.prop(group,"anim_optimize_precision")
-            col.prop(group,"use_metadata")
-
-### Custom template_list look
+            col.prop(group, "use_include_particle_duplicates")
+            col.prop(group, "use_mesh_modifiers")
+            col.prop(group, "use_tangent_arrays")
+            col.prop(group, "use_triangles")
+            col.prop(group, "use_copy_images")
+            col.prop(group, "use_active_layers")
+            col.prop(group, "use_anim")
+            col.prop(group, "use_anim_action_all")
+            col.prop(group, "use_anim_skip_noexp")
+            col.prop(group, "use_anim_optimize")
+            col.prop(group, "anim_optimize_precision")
+            col.prop(group, "use_metadata")
+
+
 class UI_List_Godot(bpy.types.UIList):
-    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
+    """ Custom template_list look """
+    def draw_item(self, context, layout, data, item, icon, active_data,
+                  active_propname, index):
         ob = data
         slot = item
         col = layout.row(align=True)
 
-        col.label(text=item.name,icon="GROUP")
-        col.prop(item,"active",text="")
+        col.label(text=item.name, icon="GROUP")
+        col.prop(item, "active", text="")
 
-        op = col.operator("scene.godot_select_group_objects",text="",emboss=False,icon="RESTRICT_SELECT_OFF")
+        op = col.operator("scene.godot_select_group_objects",
+                          text="", emboss=False, icon="RESTRICT_SELECT_OFF")
         op.idx = index
-        op = col.operator("scene.godot_export_group",text="",emboss=False,icon="EXPORT")
+        op = col.operator("scene.godot_export_group", text="", emboss=False,
+                          icon="EXPORT")
         op.idx = index
 
+
 class add_objects_to_group(bpy.types.Operator):
     bl_idname = "scene.godot_add_objects_to_group"
     bl_label = "Add Objects to Group"
@@ -136,34 +150,37 @@ class add_objects_to_group(bpy.types.Operator):
 
     undo = BoolProperty(default=True)
 
-    def execute(self,context):
+    def execute(self, context):
         scene = context.scene
 
         objects_str = ""
         if len(scene.godot_export_groups) > 0:
-            for i,object in enumerate(context.selected_objects):
-                if object.name not in scene.godot_export_groups[scene.godot_export_groups_index].nodes:
-                    node = scene.godot_export_groups[scene.godot_export_groups_index].nodes.add()
+            for i, object in enumerate(context.selected_objects):
+                if object.name not in scene.godot_export_groups[
+                        scene.godot_export_groups_index].nodes:
+                    node = scene.godot_export_groups[
+                        scene.godot_export_groups_index].nodes.add()
                     node.name = object.name
                     if i == 0:
                         objects_str += object.name
                     else:
                         objects_str += ", "+object.name
 
-
-            self.report({'INFO'}, objects_str + " added to group." )
+            self.report({'INFO'}, objects_str + " added to group.")
             if self.undo:
                 bpy.ops.ed.undo_push(message="Objects added to group")
         else:
-            self.report({'WARNING'}, "Create a group first." )
-        return{'FINISHED'}
+            self.report({'WARNING'}, "Create a group first.")
+
+        return {'FINISHED'}
+
 
 class del_objects_from_group(bpy.types.Operator):
     bl_idname = "scene.godot_delete_objects_from_group"
     bl_label = "Delete Objects from Group"
     bl_description = "Delets the selected Objects from the active group below."
 
-    def execute(self,context):
+    def execute(self, context):
         scene = context.scene
 
         if len(scene.godot_export_groups) > 0:
@@ -174,23 +191,25 @@ class del_objects_from_group(bpy.types.Operator):
 
             objects_str = ""
             j = 0
-            for i,node in enumerate(scene.godot_export_groups[scene.godot_export_groups_index].nodes):
+            for i, node in enumerate(scene.godot_export_groups[
+                    scene.godot_export_groups_index].nodes):
                 if node.name in selected_objects:
-                    scene.godot_export_groups[scene.godot_export_groups_index].nodes.remove(i)
-
+                    scene.godot_export_groups[
+                        scene.godot_export_groups_index].nodes.remove(i)
 
                     if j == 0:
                             objects_str += object.name
                     else:
                         objects_str += ", "+object.name
-                    j+=1
-
+                    j += 1
 
-            self.report({'INFO'}, objects_str + " deleted from group." )
+            self.report({'INFO'}, objects_str + " deleted from group.")
             bpy.ops.ed.undo_push(message="Objects deleted from group")
         else:
-            self.report({'WARNING'}, "There is no group to delete from." )
-        return{'FINISHED'}
+            self.report({'WARNING'}, "There is no group to delete from.")
+
+        return {'FINISHED'}
+
 
 class select_group_objects(bpy.types.Operator):
     bl_idname = "scene.godot_select_group_objects"
@@ -199,7 +218,7 @@ class select_group_objects(bpy.types.Operator):
 
     idx = IntProperty()
 
-    def execute(self,context):
+    def execute(self, context):
         scene = context.scene
         for object in context.scene.objects:
             object.select = False
@@ -207,76 +226,82 @@ class select_group_objects(bpy.types.Operator):
             if node.name in bpy.data.objects:
                 bpy.data.objects[node.name].select = True
                 context.scene.objects.active = bpy.data.objects[node.name]
-        return{'FINISHED'}
+
+        return {'FINISHED'}
+
 
 class export_groups_autosave(bpy.types.Operator):
     bl_idname = "scene.godot_export_groups_autosave"
     bl_label = "Export All Groups"
     bl_description = "Exports all groups to Collada."
 
-    def execute(self,context):
+    def execute(self, context):
         scene = context.scene
         if scene.godot_export_on_save:
             for i in range(len(scene.godot_export_groups)):
                 if scene.godot_export_groups[i].active:
                     bpy.ops.scene.godot_export_group(idx=i)
-        self.report({'INFO'}, "All Groups exported." )
+        self.report({'INFO'}, "All Groups exported.")
         bpy.ops.ed.undo_push(message="Export all Groups")
-        return{'FINISHED'}
+
+        return {'FINISHED'}
+
 
 class export_all_groups(bpy.types.Operator):
     bl_idname = "scene.godot_export_all_groups"
     bl_label = "Export All Groups"
     bl_description = "Exports all groups to Collada."
 
-    def execute(self,context):
+    def execute(self, context):
         scene = context.scene
 
-        for i in range(0,len(scene.godot_export_groups)):
-            bpy.ops.scene.godot_export_group(idx=i,export_all=True)
+        for i in range(0, len(scene.godot_export_groups)):
+            bpy.ops.scene.godot_export_group(idx=i, export_all=True)
 
-        self.report({'INFO'}, "All Groups exported." )
-        return{'FINISHED'}
+        self.report({'INFO'}, "All Groups exported.")
+
+        return {'FINISHED'}
 
 
 class export_group(bpy.types.Operator):
     bl_idname = "scene.godot_export_group"
     bl_label = "Export Group"
-    bl_description = "Exports the active group to destination folder as Collada file."
+    bl_description = "Exports the active group to destination folder"\
+                     " as Collada file."
 
     idx = IntProperty(default=0)
     export_all = BoolProperty(default=False)
 
-
-    def copy_object_recursive(self,ob,parent,single_user = True):
+    def copy_object_recursive(self, ob, parent, single_user=True):
         new_ob = bpy.data.objects[ob.name].copy()
-        if single_user or ob.type=="ARMATURE":
+        if single_user or ob.type == "ARMATURE":
             new_mesh_data = new_ob.data.copy()
             new_ob.data = new_mesh_data
         bpy.context.scene.objects.link(new_ob)
 
         if ob != parent:
-           new_ob.parent = parent
+            new_ob.parent = parent
         else:
             new_ob.parent = None
 
         for child in ob.children:
-            self.copy_object_recursive(child,new_ob,single_user)
+            self.copy_object_recursive(child, new_ob, single_user)
         new_ob.select = True
+
         return new_ob
 
-    def delete_object(self,ob):
-        if ob != None:
+    def delete_object(self, ob):
+        if ob is not None:
             for child in ob.children:
                 self.delete_object(child)
             bpy.context.scene.objects.unlink(ob)
             bpy.data.objects.remove(ob)
 
-    def convert_group_to_node(self,group):
-        if group.dupli_group != None:
+    def convert_group_to_node(self, group):
+        if group.dupli_group is not None:
             for object in group.dupli_group.objects:
-                if object.parent == None:
-                    object = self.copy_object_recursive(object,object,True)
+                if object.parent is None:
+                    object = self.copy_object_recursive(object, object, True)
                     matrix = Matrix(object.matrix_local)
                     object.matrix_local = Matrix()
                     object.matrix_local *= group.matrix_local
@@ -284,7 +309,7 @@ class export_group(bpy.types.Operator):
 
             self.delete_object(group)
 
-    def execute(self,context):
+    def execute(self, context):
 
         scene = context.scene
         group = context.scene.godot_export_groups
@@ -292,7 +317,7 @@ class export_group(bpy.types.Operator):
         if not group[self.idx].active and self.export_all:
             return{'FINISHED'}
 
-        for i,object in enumerate(group[self.idx].nodes):
+        for i, object in enumerate(group[self.idx].nodes):
             if object.name in bpy.data.objects:
                 pass
             else:
@@ -300,21 +325,21 @@ class export_group(bpy.types.Operator):
         bpy.ops.ed.undo_push(message="Clear not existent Group Nodes.")
 
         path = group[self.idx].export_path
-        if (path.find("//")==0 or path.find("\\\\")==0):
-            #if relative, convert to absolute
+        if (path.find("//") == 0 or path.find("\\\\") == 0):
+            # If relative, convert to absolute
             path = bpy.path.abspath(path)
-            path = path.replace("\\","/")
+            path = path.replace("\\", "/")
 
-        ### if path exists and group export name is set the group will be exported
-        if os.path.exists(path) and  group[self.idx].export_name != "":
-
-            context.scene.layers = [True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True]
+        # If path exists and group export name is set the group will be
+        # exported
+        if os.path.exists(path) and group[self.idx].export_name != "":
 
+            context.scene.layers = [True] * 20
 
             if group[self.idx].export_name.endswith(".dae"):
-                path = os.path.join(path,group[self.idx].export_name)
+                path = os.path.join(path, group[self.idx].export_name)
             else:
-                path = os.path.join(path,group[self.idx].export_name+".dae")
+                path = os.path.join(path, group[self.idx].export_name+".dae")
 
             hide_select = []
             for object in context.scene.objects:
@@ -323,17 +348,19 @@ class export_group(bpy.types.Operator):
                 object.select = False
             context.scene.objects.active = None
 
-            ### make particle duplicates, parent and select them
+            # Make particle duplicates, parent and select them
             nodes_to_be_added = []
             if group[self.idx].use_include_particle_duplicates:
-                for i,object in enumerate(group[self.idx].nodes):
+                for i, object in enumerate(group[self.idx].nodes):
                     if bpy.data.objects[object.name].type != "EMPTY":
-                        context.scene.objects.active = bpy.data.objects[object.name]
+                        context.scene.objects.active = bpy.data.objects[
+                            object.name]
                         bpy.data.objects[object.name].select = True
                         bpy.ops.object.duplicates_make_real()
                         for object in context.selected_objects:
                             nodes_to_be_added.append(object)
-                        bpy.ops.object.parent_set(type="OBJECT", keep_transform=False)
+                        bpy.ops.object.parent_set(type="OBJECT",
+                                                  keep_transform=False)
 
                         for object in context.selected_objects:
                             object.select = False
@@ -342,17 +369,35 @@ class export_group(bpy.types.Operator):
             for object in nodes_to_be_added:
                 object.select = True
 
-            ### select all other nodes from the group
-            for i,object in enumerate(group[self.idx].nodes):
+            # Select all other nodes from the group
+            for i, object in enumerate(group[self.idx].nodes):
                 if bpy.data.objects[object.name].type == "EMPTY":
                     self.convert_group_to_node(bpy.data.objects[object.name])
                 else:
                     bpy.data.objects[object.name].select = True
 
-            bpy.ops.object.transform_apply(location=group[self.idx].apply_loc, rotation=group[self.idx].apply_rot, scale=group[self.idx].apply_scale)
-            bpy.ops.export_scene.dae(check_existing=True, filepath=path, filter_glob="*.dae", object_types=group[self.idx].object_types, use_export_selected=group[self.idx].use_export_selected, use_mesh_modifiers=group[self.idx].use_mesh_modifiers, use_tangent_arrays=group[self.idx].use_tangent_arrays, use_triangles=group[self.idx].use_triangles, use_copy_images=group[self.idx].use_copy_images, use_active_layers=group[self.idx].use_active_layers, use_anim=group[self.idx].use_anim, use_anim_action_all=group[self.idx].use_anim_action_all, use_anim_skip_noexp=group[self.idx].use_anim_skip_noexp, use_anim_optimize=group[self.idx].use_anim_optimize, anim_optimize_precision=group[self.idx].anim_optimize_precision, use_metadata=group[self.idx].use_metadata)
-
-            self.report({'INFO'}, '"'+group[self.idx].name+'"' + " Group exported." )
+            bpy.ops.object.transform_apply(location=group[self.idx].apply_loc,
+                                           rotation=group[self.idx].apply_rot,
+                                           scale=group[self.idx].apply_scale)
+            bpy.ops.export_scene.dae(
+                check_existing=True, filepath=path, filter_glob="*.dae",
+                object_types=group[self.idx].object_types,
+                use_export_selected=group[self.idx].use_export_selected,
+                use_mesh_modifiers=group[self.idx].use_mesh_modifiers,
+                use_tangent_arrays=group[self.idx].use_tangent_arrays,
+                use_triangles=group[self.idx].use_triangles,
+                use_copy_images=group[self.idx].use_copy_images,
+                use_active_layers=group[self.idx].use_active_layers,
+                use_anim=group[self.idx].use_anim,
+                use_anim_action_all=group[self.idx].use_anim_action_all,
+                use_anim_skip_noexp=group[self.idx].use_anim_skip_noexp,
+                use_anim_optimize=group[self.idx].use_anim_optimize,
+                anim_optimize_precision=group[
+                    self.idx].anim_optimize_precision,
+                use_metadata=group[self.idx].use_metadata)
+
+            self.report({'INFO'},
+                        '"' + group[self.idx].name + '" Group exported.')
             msg = "Export Group "+group[self.idx].name
 
             bpy.ops.ed.undo_push(message="")
@@ -360,15 +405,18 @@ class export_group(bpy.types.Operator):
             bpy.ops.ed.undo_push(message=msg)
 
         else:
-            self.report({'INFO'}, "Define Export Name and Export Path." )
+            self.report({'INFO'}, "Define Export Name and Export Path.")
+
         return{'FINISHED'}
 
+
 class add_export_group(bpy.types.Operator):
     bl_idname = "scene.godot_add_export_group"
     bl_label = "Adds a new export Group"
-    bl_description = "Creates a new Export Group with the selected Objects assigned to it."
+    bl_description = "Creates a new Export Group with the selected"\
+                     " Objects assigned to it."
 
-    def execute(self,context):
+    def execute(self, context):
         scene = context.scene
 
         item = scene.godot_export_groups.add()
@@ -378,8 +426,10 @@ class add_export_group(bpy.types.Operator):
             node.name = object.name
         scene.godot_export_groups_index = len(scene.godot_export_groups)-1
         bpy.ops.ed.undo_push(message="Create New Export Group")
+
         return{'FINISHED'}
 
+
 class del_export_group(bpy.types.Operator):
     bl_idname = "scene.godot_delete_export_group"
     bl_label = "Delets the selected export Group"
@@ -387,49 +437,100 @@ class del_export_group(bpy.types.Operator):
 
     def invoke(self, context, event):
         wm = context.window_manager
-        return wm.invoke_confirm(self,event)
 
-    def execute(self,context):
+        return wm.invoke_confirm(self, event)
+
+    def execute(self, context):
         scene = context.scene
 
         scene.godot_export_groups.remove(scene.godot_export_groups_index)
         if scene.godot_export_groups_index > 0:
             scene.godot_export_groups_index -= 1
         bpy.ops.ed.undo_push(message="Delete Export Group")
-        return{'FINISHED'}
+
+        return {'FINISHED'}
+
 
 class godot_node_list(bpy.types.PropertyGroup):
     name = StringProperty()
 
+
 class godot_export_groups(bpy.types.PropertyGroup):
     name = StringProperty(name="Group Name")
     export_name = StringProperty(name="scene_name")
     nodes = CollectionProperty(type=godot_node_list)
     export_path = StringProperty(subtype="DIR_PATH")
-    active = BoolProperty(default=True,description="Export Group")
-
-    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'})
+    active = BoolProperty(default=True, description="Export Group")
+
+    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'})
+
+    apply_scale = BoolProperty(name="Apply Scale",
+                               description="Apply Scale before export.",
+                               default=False)
+    apply_rot = BoolProperty(name="Apply Rotation",
+                             description="Apply Rotation before export.",
+                             default=False)
+    apply_loc = BoolProperty(name="Apply Location",
+                             description="Apply Location before export.",
+                             default=False)
+
+    use_export_selected = BoolProperty(name="Selected Objects",
+                                       description="Export only selected"
+                                       "objects (and visible in active layers "
+                                       "if that applies).", default=True)
+    use_mesh_modifiers = BoolProperty(name="Apply Modifiers",
+                                      description="Apply modifiers to mesh"
+                                      " objects (on a copy!).", default=True)
+    use_tangent_arrays = BoolProperty(name="Tangent Arrays",
+                                      description="Export Tangent and Binormal"
+                                      " arrays (for normalmapping).",
+                                      default=False)
+    use_triangles = BoolProperty(name="Triangulate",
+                                 description="Export Triangles instead of"
+                                 " Polygons.", default=False)
+
+    use_copy_images = BoolProperty(name="Copy Images",
+                                   description="Copy Images (create images/ "
+                                   "subfolder)", default=False)
+    use_active_layers = BoolProperty(name="Active Layers",
+                                     description="Export only objects on the"
+                                     " active layers.", 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 DAE 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'})
+    use_include_particle_duplicates = BoolProperty(
+        name="Include Particle Duplicates", default=True)
 
-    apply_scale = BoolProperty(name="Apply Scale",description="Apply Scale before export.",default=False)
-    apply_rot = BoolProperty(name="Apply Rotation",description="Apply Rotation before export.",default=False)
-    apply_loc = BoolProperty(name="Apply Location",description="Apply Location before export.",default=False)
-
-    use_export_selected = BoolProperty(name="Selected Objects",description="Export only selected objects (and visible in active layers if that applies).",default=True)
-    use_mesh_modifiers = BoolProperty(name="Apply Modifiers",description="Apply modifiers to mesh objects (on a copy!).",default=True)
-    use_tangent_arrays = BoolProperty(name="Tangent Arrays",description="Export Tangent and Binormal arrays (for normalmapping).",default=False)
-    use_triangles = BoolProperty(name="Triangulate",description="Export Triangles instead of Polygons.",default=False)
-
-    use_copy_images = BoolProperty(name="Copy Images",description="Copy Images (create images/ subfolder)",default=False)
-    use_active_layers = BoolProperty(name="Active Layers",description="Export only objects on the active layers.",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 DAE 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'})
-    use_include_particle_duplicates = BoolProperty(name="Include Particle Duplicates",default=True)
 
 def register():
     bpy.utils.register_class(godot_export_manager)
@@ -445,8 +546,10 @@ def register():
     bpy.utils.register_class(select_group_objects)
     bpy.utils.register_class(UI_List_Godot)
 
-    bpy.types.Scene.godot_export_groups = CollectionProperty(type=godot_export_groups)
-    bpy.types.Scene.godot_export_groups_index = IntProperty(default=0,min=0)
+    bpy.types.Scene.godot_export_groups = CollectionProperty(
+        type=godot_export_groups)
+    bpy.types.Scene.godot_export_groups_index = IntProperty(default=0, min=0)
+
 
 def unregister():
     bpy.utils.unregister_class(godot_export_manager)
@@ -462,6 +565,7 @@ def unregister():
     bpy.utils.unregister_class(select_group_objects)
     bpy.utils.unregister_class(UI_List_Godot)
 
+
 @persistent
 def auto_export(dummy):
     bpy.ops.scene.godot_export_groups_autosave()

+ 74 - 75
tools/export/blender25/io_scene_dae/__init__.py

@@ -18,35 +18,30 @@
 
 # <pep8-80 compliant>
 
+import bpy
+from bpy.props import StringProperty, BoolProperty, FloatProperty, EnumProperty
+
+from bpy_extras.io_utils import ExportHelper
 bl_info = {
     "name": "Better Collada Exporter",
     "author": "Juan Linietsky",
     "blender": (2, 5, 8),
     "api": 38691,
     "location": "File > Import-Export",
-    "description": ("Export DAE Scenes, This plugin actually works better! otherwise contact me."),
+    "description": ("Export DAE Scenes, This plugin actually works better! "
+                    "otherwise contact me."),
     "warning": "",
     "wiki_url": ("http://www.godotengine.org"),
     "tracker_url": "",
     "support": 'OFFICIAL',
     "category": "Import-Export"}
 
-
 if "bpy" in locals():
     import imp
     if "export_dae" in locals():
         imp.reload(export_dae)
 
 
-import bpy
-from bpy.props import StringProperty, BoolProperty, FloatProperty, EnumProperty
-
-from bpy_extras.io_utils import (ExportHelper,
-                                 path_reference_mode,
-                                 axis_conversion,
-                                 )
-
-
 class ExportDAE(bpy.types.Operator, ExportHelper):
     '''Selection to DAE'''
     bl_idname = "export_scene.dae"
@@ -59,90 +54,94 @@ class ExportDAE(bpy.types.Operator, ExportHelper):
     # 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'},
-            )
+        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,
-            )
+        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,
-            )
+        name="Apply Modifiers",
+        description="Apply modifiers to mesh objects (on a copy!).",
+        default=False,
+        )
     use_tangent_arrays = BoolProperty(
-	    name="Tangent Arrays",
-	    description="Export Tangent and Binormal arrays (for normalmapping).",
-	    default=False,
-	    )
+        name="Tangent Arrays",
+        description="Export Tangent and Binormal arrays "
+                    "(for normalmapping).",
+        default=False,
+        )
     use_triangles = BoolProperty(
-	    name="Triangulate",
-	    description="Export Triangles instead of Polygons.",
-	    default=False,
-	    )
+        name="Triangulate",
+        description="Export Triangles instead of Polygons.",
+        default=False,
+        )
 
     use_copy_images = BoolProperty(
-            name="Copy Images",
-            description="Copy Images (create images/ subfolder)",
-            default=False,
-            )
+        name="Copy Images",
+        description="Copy Images (create images/ subfolder)",
+        default=False,
+        )
     use_active_layers = BoolProperty(
-            name="Active Layers",
-            description="Export only objects on the active layers.",
-            default=True,
-            )
+        name="Active Layers",
+        description="Export only objects on the active layers.",
+        default=True,
+        )
     use_anim = BoolProperty(
-            name="Export Animation",
-            description="Export keyframe animation",
-            default=False,
-            )
+        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 DAE files"),
-            default=False,
-            )
+        name="All Actions",
+        description=("Export all actions for the first armature found "
+                     "in separate DAE 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,
-	    )
+        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,
-            )
+        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,
-            )
+        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'},
-            )
+        name="Use Metadata",
+        default=True,
+        options={'HIDDEN'},
+        )
 
     @property
     def check_extension(self):
-        return True#return self.batch_mode == 'OFF'
+        # return self.batch_mode == 'OFF'
+        return True
 
     def check(self, context):
         return True

+ 1860 - 1661
tools/export/blender25/io_scene_dae/export_dae.py

@@ -46,1679 +46,1878 @@ import bpy
 import bmesh
 from mathutils import Vector, Matrix
 
-#according to collada spec, order matters
-S_ASSET=0
-S_IMGS=1
-S_FX=2
-S_MATS=3
-S_GEOM=4
-S_MORPH=5
-S_SKIN=6
-S_CONT=7
-S_CAMS=8
-S_LAMPS=9
-S_ANIM_CLIPS=10
-S_NODES=11
-S_ANIM=12
-
-CMP_EPSILON=0.0001
+# According to collada spec, order matters
+S_ASSET = 0
+S_IMGS = 1
+S_FX = 2
+S_MATS = 3
+S_GEOM = 4
+S_MORPH = 5
+S_SKIN = 6
+S_CONT = 7
+S_CAMS = 8
+S_LAMPS = 9
+S_ANIM_CLIPS = 10
+S_NODES = 11
+S_ANIM = 12
+
+CMP_EPSILON = 0.0001
+
 
 def snap_tup(tup):
-	ret=()
-	for x in tup:
-		ret+=( x-math.fmod(x,0.0001), )
+    ret = ()
+    for x in tup:
+        ret += (x - math.fmod(x, 0.0001), )
 
-	return tup
+    return tup
 
 
 def strmtx(mtx):
-	s=" "
-	for x in range(4):
-		for y in range(4):
-			s+=str(mtx[x][y])
-			s+=" "
-	s+=" "
-	return s
-
-def numarr(a,mult=1.0):
-	s=" "
-	for x in a:
-		s+=" "+str(x*mult)
-	s+=" "
-	return s
-
-def numarr_alpha(a,mult=1.0):
-	s=" "
-	for x in a:
-		s+=" "+str(x*mult)
-	if len(a) == 3:
-		s+=" 1.0"
-	s+=" "
-	return s
-
-def strarr(arr):
-	s=" "
-	for x in arr:
-		s+=" "+str(x)
-	s+=" "
-	return s
-
-class DaeExporter:
-
-	def validate_id(self,d):
-		if (d.find("id-")==0):
-			return "z"+d
-		return d
-
-
-	def new_id(self,t):
-		self.last_id+=1
-		return "id-"+t+"-"+str(self.last_id)
-
-	class Vertex:
-
-		def close_to(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!=None):
-				tup = tup + (self.color.x,self.color.y,self.color.z)
-			if (self.tangent!=None):
-				tup = tup + (self.tangent.x,self.tangent.y,self.tangent.z)
-			if (self.bitangent!=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
-
-		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=""
-		for x in range(indent):
-			line+="\t"
-		line+=text
-		self.sections[section].append(line)
-
-
-	def export_image(self,image):
-		if (image in self.image_cache):
-			return self.image_cache[image]
-
-		imgpath = image.filepath
-		if (imgpath.find("//")==0 or imgpath.find("\\\\")==0):
-			#if relative, convert to absolute
-			imgpath = bpy.path.abspath(imgpath)
-
-		#path is absolute, now do something!
-
-		if (self.config["use_copy_images"]):
-			#copy image
-			basedir = os.path.dirname(self.path)+"/images"
-			if (not os.path.isdir(basedir)):
-				os.makedirs(basedir)
-
-			if os.path.isfile(imgpath):
-				dstfile=basedir+"/"+os.path.basename(imgpath)
-
-				if (not os.path.isfile(dstfile)):
-					shutil.copy(imgpath,dstfile)
-				imgpath="images/"+os.path.basename(imgpath)
-			else:
-				### if file is not found save it as png file in the destination folder
-				img_tmp_path = image.filepath
-				if img_tmp_path.endswith((".bmp",".rgb",".png",".jpeg",".jpg",".jp2",".tga",".cin",".dpx",".exr",".hdr",".tif")):
-					image.filepath = basedir+"/"+os.path.basename(img_tmp_path)
-				else:
-					image.filepath = basedir+"/"+image.name+".png"
-
-				dstfile=basedir+"/"+os.path.basename(image.filepath)
-
-				if (not os.path.isfile(dstfile)):
-
-					image.save()
-				imgpath="images/"+os.path.basename(image.filepath)
-				image.filepath = img_tmp_path
-
-		else:
-			#export relative, always, no one wants absolute paths.
-			try:
-				imgpath = os.path.relpath(imgpath,os.path.dirname(self.path)).replace("\\","/") # export unix compatible always
-
-			except:
-				pass #fails sometimes, not sure why
-
-
-		imgid = self.new_id("image")
-
-		print("FOR: "+imgpath)
-
-#		if (not os.path.isfile(imgpath)):
-#			print("NOT FILE?")
-#			if imgpath.endswith((".bmp",".rgb",".png",".jpeg",".jpg",".jp2",".tga",".cin",".dpx",".exr",".hdr",".tif")):
-#				imgpath="images/"+os.path.basename(imgpath)
-#			else:
-#				imgpath="images/"+image.name+".png"
-
-		self.writel(S_IMGS,1,'<image id="'+imgid+'" name="'+image.name+'">')
-		self.writel(S_IMGS,2,'<init_from>'+imgpath+'</init_from>')
-		self.writel(S_IMGS,1,'</image>')
-		self.image_cache[image]=imgid
-		return imgid
-
-	def export_material(self,material,double_sided_hint=True):
-
-		if (material in self.material_cache):
-			return self.material_cache[material]
-
-		fxid = self.new_id("fx")
-		self.writel(S_FX,1,'<effect id="'+fxid+'" name="'+material.name+'-fx">')
-		self.writel(S_FX,2,'<profile_COMMON>')
-
-		#Find and fetch the textures and create sources
-		sampler_table={}
-		diffuse_tex=None
-		specular_tex=None
-		emission_tex=None
-		normal_tex=None
-		for i in range(len(material.texture_slots)):
-			ts=material.texture_slots[i]
-			if (not ts):
-				continue
-			if (not ts.use):
-				continue
-			if (not ts.texture):
-				continue
-			if (ts.texture.type!="IMAGE"):
-				continue
-
-			if (ts.texture.image==None):
-				continue
-
-			#image
-			imgid = self.export_image(ts.texture.image)
-
-			#surface
-			surface_sid = self.new_id("fx_surf")
-			self.writel(S_FX,3,'<newparam sid="'+surface_sid+'">')
-			self.writel(S_FX,4,'<surface type="2D">')
-			self.writel(S_FX,5,'<init_from>'+imgid+'</init_from>') #this is sooo weird
-			self.writel(S_FX,5,'<format>A8R8G8B8</format>')
-			self.writel(S_FX,4,'</surface>')
-			self.writel(S_FX,3,'</newparam>')
-			#sampler, collada sure likes it difficult
-			sampler_sid = self.new_id("fx_sampler")
-			self.writel(S_FX,3,'<newparam sid="'+sampler_sid+'">')
-			self.writel(S_FX,4,'<sampler2D>')
-			self.writel(S_FX,5,'<source>'+surface_sid+'</source>')
-			self.writel(S_FX,4,'</sampler2D>')
-			self.writel(S_FX,3,'</newparam>')
-			sampler_table[i]=sampler_sid
-
-			if (ts.use_map_color_diffuse and diffuse_tex==None):
-				diffuse_tex=sampler_sid
-			if (ts.use_map_color_spec and specular_tex==None):
-				specular_tex=sampler_sid
-			if (ts.use_map_emit and emission_tex==None):
-				emission_tex=sampler_sid
-			if (ts.use_map_normal and normal_tex==None):
-				normal_tex=sampler_sid
-
-		self.writel(S_FX,3,'<technique sid="common">')
-		shtype="blinn"
-		self.writel(S_FX,4,'<'+shtype+'>')
-		#ambient? from where?
-
-		self.writel(S_FX,5,'<emission>')
-		if (emission_tex!=None):
-			self.writel(S_FX,6,'<texture texture="'+emission_tex+'" texcoord="CHANNEL1"/>')
-		else:
-			self.writel(S_FX,6,'<color>'+numarr_alpha(material.diffuse_color,material.emit)+' </color>') # not totally right but good enough
-		self.writel(S_FX,5,'</emission>')
-
-		self.writel(S_FX,5,'<ambient>')
-		self.writel(S_FX,6,'<color>'+numarr_alpha(self.scene.world.ambient_color,material.ambient)+' </color>')
-		self.writel(S_FX,5,'</ambient>')
-
-		self.writel(S_FX,5,'<diffuse>')
-		if (diffuse_tex!=None):
-			self.writel(S_FX,6,'<texture texture="'+diffuse_tex+'" texcoord="CHANNEL1"/>')
-		else:
-			self.writel(S_FX,6,'<color>'+numarr_alpha(material.diffuse_color,material.diffuse_intensity)+'</color>')
-		self.writel(S_FX,5,'</diffuse>')
-
-		self.writel(S_FX,5,'<specular>')
-		if (specular_tex!=None):
-			self.writel(S_FX,6,'<texture texture="'+specular_tex+'" texcoord="CHANNEL1"/>')
-		else:
-			self.writel(S_FX,6,'<color>'+numarr_alpha(material.specular_color,material.specular_intensity)+'</color>')
-		self.writel(S_FX,5,'</specular>')
-
-		self.writel(S_FX,5,'<shininess>')
-		self.writel(S_FX,6,'<float>'+str(material.specular_hardness)+'</float>')
-		self.writel(S_FX,5,'</shininess>')
-
-		self.writel(S_FX,5,'<reflective>')
-		self.writel(S_FX,6,'<color>'+numarr_alpha(material.mirror_color)+'</color>')
-		self.writel(S_FX,5,'</reflective>')
-
-		if (material.use_transparency):
-			self.writel(S_FX,5,'<transparency>')
-			self.writel(S_FX,6,'<float>'+str(material.alpha)+'</float>')
-			self.writel(S_FX,5,'</transparency>')
-
-		self.writel(S_FX,5,'<index_of_refraction>')
-		self.writel(S_FX,6,'<float>'+str(material.specular_ior)+'</float>')
-		self.writel(S_FX,5,'</index_of_refraction>')
-
-		self.writel(S_FX,4,'</'+shtype+'>')
-
-		self.writel(S_FX,4,'<extra>')
-		self.writel(S_FX,5,'<technique profile="FCOLLADA">')
-		if (normal_tex):
-			self.writel(S_FX,6,'<bump bumptype="NORMALMAP">')
-			self.writel(S_FX,7,'<texture texture="'+normal_tex+'" texcoord="CHANNEL1"/>')
-			self.writel(S_FX,6,'</bump>')
-
-		self.writel(S_FX,5,'</technique>')
-		self.writel(S_FX,5,'<technique profile="GOOGLEEARTH">')
-		self.writel(S_FX,6,'<double_sided>'+["0","1"][double_sided_hint]+"</double_sided>")
-		self.writel(S_FX,5,'</technique>')
-
-		if (material.use_shadeless):
-			self.writel(S_FX,5,'<technique profile="GODOT">')
-			self.writel(S_FX,6,'<unshaded>1</unshaded>')
-			self.writel(S_FX,5,'</technique>')
-
-		self.writel(S_FX,4,'</extra>')
-
-		self.writel(S_FX,3,'</technique>')
-		self.writel(S_FX,2,'</profile_COMMON>')
-		self.writel(S_FX,1,'</effect>')
-
-		# Also export blender material in all it's glory (if set as active)
-
-
-		#Material
-		matid = self.new_id("material")
-		self.writel(S_MATS,1,'<material id="'+matid+'" name="'+material.name+'">')
-		self.writel(S_MATS,2,'<instance_effect url="#'+fxid+'"/>')
-		self.writel(S_MATS,1,'</material>')
-
-		self.material_cache[material]=matid
-		return matid
-
-
-	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]
-
-		if (skeyindex==-1 and mesh.shape_keys!=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] #save 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()
-				"""
-				oldval = shape.value
-				shape.value = 1.0
-
-				"""
-				p = node.data
-				v = node.to_mesh(bpy.context.scene, True, "RENDER")
-				node.data = v
-#				self.export_node(node,il,shape.name)
-				node.data.update()
-				if (armature and k==0):
-					md=self.export_mesh(node,armature,k,mid,shape.name)
-				else:
-					md=self.export_mesh(node,None,k,None,shape.name)
-
-				node.data = p
-				node.data.update()
-				shape.value = 0.0
-				morph_targets.append(md)
-
-				"""
-				shape.value = oldval
-				"""
-			node.show_only_shape_key=False
-			node.active_shape_key_index = 0
-
-
-			self.writel(S_MORPH,1,'<controller id="'+mid+'" name="">')
-			#if ("skin_id" in morph_targets[0]):
-			#	self.writel(S_MORPH,2,'<morph source="#'+morph_targets[0]["skin_id"]+'" method="NORMALIZED">')
-			#else:
-			self.writel(S_MORPH,2,'<morph source="#'+morph_targets[0]["id"]+'" method="NORMALIZED">')
-
-			self.writel(S_MORPH,3,'<source id="'+mid+'-morph-targets">')
-			self.writel(S_MORPH,4,'<IDREF_array id="'+mid+'-morph-targets-array" count="'+str(len(morph_targets)-1)+'">')
-			marr=""
-			warr=""
-			for i in range(len(morph_targets)):
-				if (i==0):
-				    continue
-				elif (i>1):
-					marr+=" "
-
-				if ("skin_id" in morph_targets[i]):
-					marr+=morph_targets[i]["skin_id"]
-				else:
-					marr+=morph_targets[i]["id"]
-
-				warr+=" 0"
-
-			self.writel(S_MORPH,5,marr)
-			self.writel(S_MORPH,4,'</IDREF_array>')
-			self.writel(S_MORPH,4,'<technique_common>')
-			self.writel(S_MORPH,5,'<accessor source="#'+mid+'-morph-targets-array" count="'+str(len(morph_targets)-1)+'" stride="1">')
-			self.writel(S_MORPH,6,'<param name="MORPH_TARGET" type="IDREF"/>')
-			self.writel(S_MORPH,5,'</accessor>')
-			self.writel(S_MORPH,4,'</technique_common>')
-			self.writel(S_MORPH,3,'</source>')
-
-			self.writel(S_MORPH,3,'<source id="'+mid+'-morph-weights">')
-			self.writel(S_MORPH,4,'<float_array id="'+mid+'-morph-weights-array" count="'+str(len(morph_targets)-1)+'" >')
-			self.writel(S_MORPH,5,warr)
-			self.writel(S_MORPH,4,'</float_array>')
-			self.writel(S_MORPH,4,'<technique_common>')
-			self.writel(S_MORPH,5,'<accessor source="#'+mid+'-morph-weights-array" count="'+str(len(morph_targets)-1)+'" stride="1">')
-			self.writel(S_MORPH,6,'<param name="MORPH_WEIGHT" type="float"/>')
-			self.writel(S_MORPH,5,'</accessor>')
-			self.writel(S_MORPH,4,'</technique_common>')
-			self.writel(S_MORPH,3,'</source>')
-
-			self.writel(S_MORPH,3,'<targets>')
-			self.writel(S_MORPH,4,'<input semantic="MORPH_TARGET" source="#'+mid+'-morph-targets"/>')
-			self.writel(S_MORPH,4,'<input semantic="MORPH_WEIGHT" source="#'+mid+'-morph-weights"/>')
-			self.writel(S_MORPH,3,'</targets>')
-			self.writel(S_MORPH,2,'</morph>')
-			self.writel(S_MORPH,1,'</controller>')
-			if (armature!=None):
-
-				self.armature_for_morph[node]=armature
-
-			meshdata={}
-			if (armature):
-				meshdata = morph_targets[0]
-				meshdata["morph_id"]=mid
-			else:
-				meshdata["id"]=morph_targets[0]["id"]
-				meshdata["morph_id"]=mid
-				meshdata["material_assign"]=morph_targets[0]["material_assign"]
-
-
-
-			self.mesh_cache[node.data]=meshdata
-			return meshdata
-
-		apply_modifiers = len(node.modifiers) and self.config["use_mesh_modifiers"]
-
-		name_to_use = mesh.name
-		#print("name to use: "+mesh.name)
-		if (custom_name!=None and custom_name!=""):
-			name_to_use=custom_name
-
-		mesh=node.to_mesh(self.scene,apply_modifiers,"RENDER") #is this allright?
-
-		triangulate=self.config["use_triangles"]
-		if (triangulate):
-			bm = bmesh.new()
-			bm.from_mesh(mesh)
-			bmesh.ops.triangulate(bm, faces=bm.faces)
-			bm.to_mesh(mesh)
-			bm.free()
-
-
-		mesh.update(calc_tessface=True)
-		vertices=[]
-		vertex_map={}
-		surface_indices={}
-		materials={}
-
-		materials={}
-
-		si=None
-		if (armature!=None):
-			si=self.skeleton_info[armature]
-
-		has_uv=False
-		has_uv2=False
-		has_weights=armature!=None
-		has_tangents=self.config["use_tangent_arrays"] # could detect..
-		has_colors=len(mesh.vertex_colors)
-		mat_assign=[]
-
-		uv_layer_count=len(mesh.uv_textures)
-		if (has_tangents and len(mesh.uv_textures)):
-			try:
-				mesh.calc_tangents()
-			except:
-				self.operator.report({'WARNING'},'CalcTangets failed for mesh "'+mesh.name+'", no tangets will be exported.')
-				#uv_layer_count=0
-				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 surface_indices)):
-				surface_indices[f.material_index]=[]
-				#print("Type: "+str(type(f.material_index)))
-				#print("IDX: "+str(f.material_index)+"/"+str(len(mesh.materials)))
-
-				try:
-					#Bizarre blender behavior i don't understand, so catching exception
-					mat = mesh.materials[f.material_index]
-				except:
-					mat= None
-
-				if (mat!=None):
-					materials[f.material_index]=self.export_material( mat,mesh.show_double_sided )
-				else:
-					materials[f.material_index]=None #weird, has no material?
-
-			indices = surface_indices[f.material_index]
-			vi=[]
-			#vertices always 3
-			"""
-			if (len(f.vertices)==3):
-				vi.append(0)
-				vi.append(1)
-				vi.append(2)
-			elif (len(f.vertices)==4):
-				#todo, should use shortest path
-				vi.append(0)
-				vi.append(1)
-				vi.append(2)
-				vi.append(0)
-				vi.append(2)
-				vi.append(3)
-			"""
-
-			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 = 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 = Vector( ml.normal )
-
-				if (has_tangents):
-					v.tangent = Vector( ml.tangent )
-					v.bitangent = Vector( ml.bitangent )
-
-
-			       # if (armature):
-			       #         v.vertex = node.matrix_world * v.vertex
-
-				#v.color=Vertex(mv. ???
-
-				if (armature!=None):
-					wsum=0.0
-					zero_bones=[]
-
-					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"]):
-							#could still put the weight as 0.0001 maybe
-							if (vg.weight>0.001): #blender has a lot of zero weight stuff
-								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 "'+node.name+'" has unassigned weights. This may look wrong in exported model.')
-							self.wrongvtx_report=True
-
-						#blender can have bones assigned that weight zero so they remain local
-						#this is the best it can be done?
-						v.bones.append(0)
-						v.weights.append(1)
-
-
-
-
-				tup = v.get_tup()
-				idx = 0
-				if (skeyindex==-1 and tup in vertex_map): #do not optmize if using shapekeys
-					idx = vertex_map[tup]
-				else:
-					idx = len(vertices)
-					vertices.append(v)
-					vertex_map[tup]=idx
-
-				vi.append(idx)
-
-			if (len(vi)>2):
-				#only triangles and above
-				indices.append(vi)
-
-
-		meshid = self.new_id("mesh")
-		self.writel(S_GEOM,1,'<geometry id="'+meshid+'" name="'+name_to_use+'">')
-
-		self.writel(S_GEOM,2,'<mesh>')
-
-
-		# Vertex Array
-		self.writel(S_GEOM,3,'<source id="'+meshid+'-positions">')
-		float_values=""
-		for v in vertices:
-			 float_values+=" "+str(v.vertex.x)+" "+str(v.vertex.y)+" "+str(v.vertex.z)
-		self.writel(S_GEOM,4,'<float_array id="'+meshid+'-positions-array" count="'+str(len(vertices)*3)+'">'+float_values+'</float_array>')
-		self.writel(S_GEOM,4,'<technique_common>')
-		self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-positions-array" count="'+str(len(vertices))+'" stride="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,4,'</technique_common>')
-		self.writel(S_GEOM,3,'</source>')
-
-		# Normal Array
-
-		self.writel(S_GEOM,3,'<source id="'+meshid+'-normals">')
-		float_values=""
-		for v in vertices:
-			 float_values+=" "+str(v.normal.x)+" "+str(v.normal.y)+" "+str(v.normal.z)
-		self.writel(S_GEOM,4,'<float_array id="'+meshid+'-normals-array" count="'+str(len(vertices)*3)+'">'+float_values+'</float_array>')
-		self.writel(S_GEOM,4,'<technique_common>')
-		self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-normals-array" count="'+str(len(vertices))+'" stride="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,4,'</technique_common>')
-		self.writel(S_GEOM,3,'</source>')
-
-		if (has_tangents):
-			self.writel(S_GEOM,3,'<source id="'+meshid+'-tangents">')
-			float_values=""
-			for v in vertices:
-				float_values+=" "+str(v.tangent.x)+" "+str(v.tangent.y)+" "+str(v.tangent.z)
-			self.writel(S_GEOM,4,'<float_array id="'+meshid+'-tangents-array" count="'+str(len(vertices)*3)+'">'+float_values+'</float_array>')
-			self.writel(S_GEOM,4,'<technique_common>')
-			self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-tangents-array" count="'+str(len(vertices))+'" stride="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,4,'</technique_common>')
-			self.writel(S_GEOM,3,'</source>')
-
-			self.writel(S_GEOM,3,'<source id="'+meshid+'-bitangents">')
-			float_values=""
-			for v in vertices:
-				float_values+=" "+str(v.bitangent.x)+" "+str(v.bitangent.y)+" "+str(v.bitangent.z)
-			self.writel(S_GEOM,4,'<float_array id="'+meshid+'-bitangents-array" count="'+str(len(vertices)*3)+'">'+float_values+'</float_array>')
-			self.writel(S_GEOM,4,'<technique_common>')
-			self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-bitangents-array" count="'+str(len(vertices))+'" stride="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,4,'</technique_common>')
-			self.writel(S_GEOM,3,'</source>')
-
-
-
-		# UV Arrays
-
-		for uvi in range(uv_layer_count):
-
-			self.writel(S_GEOM,3,'<source id="'+meshid+'-texcoord-'+str(uvi)+'">')
-			float_values=""
-			for v in vertices:
-				try:
-					float_values+=" "+str(v.uv[uvi].x)+" "+str(v.uv[uvi].y)
-				except:
-					# I don't understand this weird multi-uv-layer API, but with this it seems to works
-					float_values+=" 0 0 "
-
-			self.writel(S_GEOM,4,'<float_array id="'+meshid+'-texcoord-'+str(uvi)+'-array" count="'+str(len(vertices)*2)+'">'+float_values+'</float_array>')
-			self.writel(S_GEOM,4,'<technique_common>')
-			self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-texcoord-'+str(uvi)+'-array" count="'+str(len(vertices))+'" stride="2">')
-			self.writel(S_GEOM,5,'<param name="S" type="float"/>')
-			self.writel(S_GEOM,5,'<param name="T" type="float"/>')
-			self.writel(S_GEOM,4,'</accessor>')
-			self.writel(S_GEOM,4,'</technique_common>')
-			self.writel(S_GEOM,3,'</source>')
-
-		# Color Arrays
-
-		if (has_colors):
-			self.writel(S_GEOM,3,'<source id="'+meshid+'-colors">')
-			float_values=""
-			for v in vertices:
-				float_values+=" "+str(v.color.x)+" "+str(v.color.y)+" "+str(v.color.z)
-			self.writel(S_GEOM,4,'<float_array id="'+meshid+'-colors-array" count="'+str(len(vertices)*3)+'">'+float_values+'</float_array>')
-			self.writel(S_GEOM,4,'<technique_common>')
-			self.writel(S_GEOM,4,'<accessor source="#'+meshid+'-colors-array" count="'+str(len(vertices))+'" stride="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,4,'</technique_common>')
-			self.writel(S_GEOM,3,'</source>')
-
-		# Triangle Lists
-		self.writel(S_GEOM,3,'<vertices id="'+meshid+'-vertices">')
-		self.writel(S_GEOM,4,'<input semantic="POSITION" source="#'+meshid+'-positions"/>')
-		self.writel(S_GEOM,3,'</vertices>')
-
-		prim_type=""
-		if (triangulate):
-			prim_type="triangles"
-		else:
-			prim_type="polygons"
-
-
-		for m in surface_indices:
-			indices = surface_indices[m]
-			mat = materials[m]
-
-			if (mat!=None):
-				matref = self.new_id("trimat")
-				self.writel(S_GEOM,3,'<'+prim_type+' count="'+str(int(len(indices)))+'" material="'+matref+'">') # todo material
-				mat_assign.append( (mat,matref) )
-			else:
-				self.writel(S_GEOM,3,'<'+prim_type+' count="'+str(int(len(indices)))+'">') # todo material
-
-
-			self.writel(S_GEOM,4,'<input semantic="VERTEX" source="#'+meshid+'-vertices" offset="0"/>')
-			self.writel(S_GEOM,4,'<input semantic="NORMAL" source="#'+meshid+'-normals" offset="0"/>')
-
-			for uvi in range(uv_layer_count):
-				self.writel(S_GEOM,4,'<input semantic="TEXCOORD" source="#'+meshid+'-texcoord-'+str(uvi)+'" offset="0" set="'+str(uvi)+'"/>')
-
-			if (has_colors):
-				self.writel(S_GEOM,4,'<input semantic="COLOR" source="#'+meshid+'-colors" offset="0"/>')
-			if (has_tangents):
-				self.writel(S_GEOM,4,'<input semantic="TEXTANGENT" source="#'+meshid+'-tangents" offset="0"/>')
-				self.writel(S_GEOM,4,'<input semantic="TEXBINORMAL" source="#'+meshid+'-bitangents" offset="0"/>')
-
-			if (triangulate):
-				int_values="<p>"
-				for p in indices:
-					for i in p:
-						int_values+=" "+str(i)
-				int_values+=" </p>"
-				self.writel(S_GEOM,4,int_values)
-			else:
-				for p in indices:
-					int_values="<p>"
-					for i in p:
-						int_values+=" "+str(i)
-					int_values+=" </p>"
-					self.writel(S_GEOM,4,int_values)
-
-			self.writel(S_GEOM,3,'</'+prim_type+'>')
-
-
-		self.writel(S_GEOM,2,'</mesh>')
-		self.writel(S_GEOM,1,'</geometry>')
-
-
-		meshdata={}
-		meshdata["id"]=meshid
-		meshdata["material_assign"]=mat_assign
-		if (skeyindex==-1):
-			self.mesh_cache[node.data]=meshdata
-
-
-		# Export armature data (if armature exists)
-
-		if (armature!=None and (skel_source!=None or skeyindex==-1)):
-
-			contid = self.new_id("controller")
-
-			self.writel(S_SKIN,1,'<controller id="'+contid+'">')
-			if (skel_source!=None):
-				self.writel(S_SKIN,2,'<skin source="#'+skel_source+'">')
-			else:
-				self.writel(S_SKIN,2,'<skin source="#'+meshid+'">')
-
-			self.writel(S_SKIN,3,'<bind_shape_matrix>'+strmtx(node.matrix_world)+'</bind_shape_matrix>')
-			#Joint Names
-			self.writel(S_SKIN,3,'<source id="'+contid+'-joints">')
-			name_values=""
-			for v in si["bone_names"]:
-				name_values+=" "+v
-
-			self.writel(S_SKIN,4,'<Name_array id="'+contid+'-joints-array" count="'+str(len(si["bone_names"]))+'">'+name_values+'</Name_array>')
-			self.writel(S_SKIN,4,'<technique_common>')
-			self.writel(S_SKIN,4,'<accessor source="#'+contid+'-joints-array" count="'+str(len(si["bone_names"]))+'" stride="1">')
-			self.writel(S_SKIN,5,'<param name="JOINT" type="Name"/>')
-			self.writel(S_SKIN,4,'</accessor>')
-			self.writel(S_SKIN,4,'</technique_common>')
-			self.writel(S_SKIN,3,'</source>')
-			#Pose Matrices!
-			self.writel(S_SKIN,3,'<source id="'+contid+'-bind_poses">')
-			pose_values=""
-			for v in si["bone_bind_poses"]:
-				pose_values+=" "+strmtx(v)
-
-			self.writel(S_SKIN,4,'<float_array id="'+contid+'-bind_poses-array" count="'+str(len(si["bone_bind_poses"])*16)+'">'+pose_values+'</float_array>')
-			self.writel(S_SKIN,4,'<technique_common>')
-			self.writel(S_SKIN,4,'<accessor source="#'+contid+'-bind_poses-array" count="'+str(len(si["bone_bind_poses"]))+'" stride="16">')
-			self.writel(S_SKIN,5,'<param name="TRANSFORM" type="float4x4"/>')
-			self.writel(S_SKIN,4,'</accessor>')
-			self.writel(S_SKIN,4,'</technique_common>')
-			self.writel(S_SKIN,3,'</source>')
-			#Skin Weights!
-			self.writel(S_SKIN,3,'<source id="'+contid+'-skin_weights">')
-			skin_weights=""
-			skin_weights_total=0
-			for v in vertices:
-				skin_weights_total+=len(v.weights)
-				for w in v.weights:
-					skin_weights+=" "+str(w)
-
-			self.writel(S_SKIN,4,'<float_array id="'+contid+'-skin_weights-array" count="'+str(skin_weights_total)+'">'+skin_weights+'</float_array>')
-			self.writel(S_SKIN,4,'<technique_common>')
-			self.writel(S_SKIN,4,'<accessor source="#'+contid+'-skin_weights-array" count="'+str(skin_weights_total)+'" stride="1">')
-			self.writel(S_SKIN,5,'<param name="WEIGHT" type="float"/>')
-			self.writel(S_SKIN,4,'</accessor>')
-			self.writel(S_SKIN,4,'</technique_common>')
-			self.writel(S_SKIN,3,'</source>')
-
-
-			self.writel(S_SKIN,3,'<joints>')
-			self.writel(S_SKIN,4,'<input semantic="JOINT" source="#'+contid+'-joints"/>')
-			self.writel(S_SKIN,4,'<input semantic="INV_BIND_MATRIX" source="#'+contid+'-bind_poses"/>')
-			self.writel(S_SKIN,3,'</joints>')
-			self.writel(S_SKIN,3,'<vertex_weights count="'+str(len(vertices))+'">')
-			self.writel(S_SKIN,4,'<input semantic="JOINT" source="#'+contid+'-joints" offset="0"/>')
-			self.writel(S_SKIN,4,'<input semantic="WEIGHT" source="#'+contid+'-skin_weights" offset="1"/>')
-			vcounts=""
-			vs=""
-			vcount=0
-			for v in vertices:
-				vcounts+=" "+str(len(v.weights))
-				for b in v.bones:
-					vs+=" "+str(b)
-					vs+=" "+str(vcount)
-					vcount+=1
-			self.writel(S_SKIN,4,'<vcount>'+vcounts+'</vcount>')
-			self.writel(S_SKIN,4,'<v>'+vs+'</v>')
-			self.writel(S_SKIN,3,'</vertex_weights>')
-
-
-			self.writel(S_SKIN,2,'</skin>')
-			self.writel(S_SKIN,1,'</controller>')
-			meshdata["skin_id"]=contid
-
-
-		return meshdata
-
-
-	def export_mesh_node(self,node,il):
-
-		if (node.data==None):
-			return
-		armature=None
-		armcount=0
-		for n in node.modifiers:
-			if (n.type=="ARMATURE"):
-				armcount+=1
-
-		if (node.parent!=None):
-			if (node.parent.type=="ARMATURE"):
-				armature=node.parent
-				if (armcount>1):
-					self.operator.report({'WARNING'},'Object "'+node.name+'" refers to more than one armature! This is unsupported.')
-				if (armcount==0):
-					self.operator.report({'WARNING'},'Object "'+node.name+'" is child of an armature, but has no armature modifier.')
-
-
-		if (armcount>0 and not armature):
-			self.operator.report({'WARNING'},'Object "'+node.name+'" has armature modifier, but is not a child of an armature. This is unsupported.')
-
-
-		if (node.data.shape_keys!=None):
-				sk = node.data.shape_keys
-				if (sk.animation_data):
-					#print("HAS ANIM")
-					#print("DRIVERS: "+str(len(sk.animation_data.drivers)))
-					for d in sk.animation_data.drivers:
-						if (d.driver):
-							for v in d.driver.variables:
-								for t in v.targets:
-									if (t.id!=None and t.id.name in self.scene.objects):
-										#print("LINKING "+str(node)+" WITH "+str(t.id.name))
-										self.armature_for_morph[node]=self.scene.objects[t.id.name]
-
-
-		meshdata = self.export_mesh(node,armature)
-		close_controller=False
-
-		if ("skin_id" in meshdata):
-			close_controller=True
-			self.writel(S_NODES,il,'<instance_controller url="#'+meshdata["skin_id"]+'">')
-			for sn in self.skeleton_info[armature]["skeleton_nodes"]:
-				self.writel(S_NODES,il+1,'<skeleton>#'+sn+'</skeleton>')
-		elif ("morph_id" in meshdata):
-			self.writel(S_NODES,il,'<instance_controller url="#'+meshdata["morph_id"]+'">')
-			close_controller=True
-		elif (armature==None):
-			self.writel(S_NODES,il,'<instance_geometry url="#'+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="'+m[1]+'" target="#'+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):
-		boneid = self.new_id("bone")
-		boneidx = si["bone_count"]
-		si["bone_count"]+=1
-		bonesid = si["id"]+"-"+str(boneidx)
-		if (bone.name in self.used_bones):
-			if (self.config["use_anim_action_all"]):
-				self.operator.report({'WARNING'},'Bone name "'+bone.name+'" used in more than one skeleton. Actions might export wrong.')
-		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="'+boneid+'" sid="'+bonesid+'" name="'+bone.name+'" type="JOINT">')
-		il+=1
-		xform = bone.matrix_local
-		si["bone_bind_poses"].append((si["armature_xform"] * xform).inverted())
-
-		if (bone.parent!=None):
-			xform = bone.parent.matrix_local.inverted() * xform
-		else:
-			si["skeleton_nodes"].append(boneid)
-
-		self.writel(S_NODES,il,'<matrix sid="transform">'+strmtx(xform)+'</matrix>')
-		for c in bone.children:
-			self.export_armature_bone(c,il,si)
-		il-=1
-		self.writel(S_NODES,il,'</node>')
-
-
-	def export_armature_node(self,node,il):
-
-		if (node.data==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!=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,il):
-
-		if (node.data==None):
-			return
-
-		camera=node.data
-		camid=self.new_id("camera")
-		self.writel(S_CAMS,1,'<camera id="'+camid+'" name="'+camera.name+'">')
-		self.writel(S_CAMS,2,'<optics>')
-		self.writel(S_CAMS,3,'<technique_common>')
-		if (camera.type=="PERSP"):
-			self.writel(S_CAMS,4,'<perspective>')
-			self.writel(S_CAMS,5,'<yfov> '+str(math.degrees(camera.angle))+' </yfov>') # I think?
-			self.writel(S_CAMS,5,'<aspect_ratio> '+str(self.scene.render.resolution_x / self.scene.render.resolution_y)+' </aspect_ratio>')
-			self.writel(S_CAMS,5,'<znear> '+str(camera.clip_start)+' </znear>')
-			self.writel(S_CAMS,5,'<zfar> '+str(camera.clip_end)+' </zfar>')
-			self.writel(S_CAMS,4,'</perspective>')
-		else:
-			self.writel(S_CAMS,4,'<orthographic>')
-			self.writel(S_CAMS,5,'<xmag> '+str(camera.ortho_scale*0.5)+' </xmag>') # I think?
-			self.writel(S_CAMS,5,'<aspect_ratio> '+str(self.scene.render.resolution_x / self.scene.render.resolution_y)+' </aspect_ratio>')
-			self.writel(S_CAMS,5,'<znear> '+str(camera.clip_start)+' </znear>')
-			self.writel(S_CAMS,5,'<zfar> '+str(camera.clip_end)+' </zfar>')
-			self.writel(S_CAMS,4,'</orthographic>')
-
-		self.writel(S_CAMS,3,'</technique_common>')
-		self.writel(S_CAMS,2,'</optics>')
-		self.writel(S_CAMS,1,'</camera>')
-
-
-		self.writel(S_NODES,il,'<instance_camera url="#'+camid+'"/>')
-
-	def export_lamp_node(self,node,il):
-
-		if (node.data==None):
-			return
-
-		light=node.data
-		lightid=self.new_id("light")
-		self.writel(S_LAMPS,1,'<light id="'+lightid+'" name="'+light.name+'">')
-		#self.writel(S_LAMPS,2,'<optics>')
-		self.writel(S_LAMPS,3,'<technique_common>')
-
-		if (light.type=="POINT"):
-			self.writel(S_LAMPS,4,'<point>')
-			self.writel(S_LAMPS,5,'<color>'+strarr(light.color)+'</color>')
-			att_by_distance = 2.0 / light.distance # convert to linear attenuation
-			self.writel(S_LAMPS,5,'<linear_attenuation>'+str(att_by_distance)+'</linear_attenuation>')
-			if (light.use_sphere):
-				self.writel(S_LAMPS,5,'<zfar>'+str(light.distance)+'</zfar>')
-
-			self.writel(S_LAMPS,4,'</point>')
-		elif (light.type=="SPOT"):
-			self.writel(S_LAMPS,4,'<spot>')
-			self.writel(S_LAMPS,5,'<color>'+strarr(light.color)+'</color>')
-			att_by_distance = 2.0 / light.distance # convert to linear attenuation
-			self.writel(S_LAMPS,5,'<linear_attenuation>'+str(att_by_distance)+'</linear_attenuation>')
-			self.writel(S_LAMPS,5,'<falloff_angle>'+str(math.degrees(light.spot_size/2))+'</falloff_angle>')
-			self.writel(S_LAMPS,4,'</spot>')
-
-
-		else: #write a sun lamp for everything else (not supported)
-			self.writel(S_LAMPS,4,'<directional>')
-			self.writel(S_LAMPS,5,'<color>'+strarr(light.color)+'</color>')
-			self.writel(S_LAMPS,4,'</directional>')
-
-
-		self.writel(S_LAMPS,3,'</technique_common>')
-		#self.writel(S_LAMPS,2,'</optics>')
-		self.writel(S_LAMPS,1,'</light>')
-
-
-		self.writel(S_NODES,il,'<instance_light url="#'+lightid+'"/>')
-
-	def export_empty_node(self,node,il):
-
-		self.writel(S_NODES,4,'<extra>')
-		self.writel(S_NODES,5,'<technique profile="GODOT">')
-		self.writel(S_NODES,6,'<empty_draw_type>'+node.empty_draw_type+'</empty_draw_type>')
-		self.writel(S_NODES,5,'</technique>')
-		self.writel(S_NODES,4,'</extra>')
-
-
-	def export_curve(self,curve):
-
-		splineid = self.new_id("spline")
-
-		self.writel(S_GEOM,1,'<geometry id="'+splineid+'" name="'+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="'+splineid+'-positions">')
-		position_values=""
-		for x in points:
-			position_values+=" "+str(x)
-		self.writel(S_GEOM,4,'<float_array id="'+splineid+'-positions-array" count="'+str(len(points))+'">'+position_values+'</float_array>')
-		self.writel(S_GEOM,4,'<technique_common>')
-		self.writel(S_GEOM,4,'<accessor source="#'+splineid+'-positions-array" count="'+str(len(points)/3)+'" stride="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="'+splineid+'-intangents">')
-		intangent_values=""
-		for x in handles_in:
-			intangent_values+=" "+str(x)
-		self.writel(S_GEOM,4,'<float_array id="'+splineid+'-intangents-array" count="'+str(len(points))+'">'+intangent_values+'</float_array>')
-		self.writel(S_GEOM,4,'<technique_common>')
-		self.writel(S_GEOM,4,'<accessor source="#'+splineid+'-intangents-array" count="'+str(len(points)/3)+'" stride="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="'+splineid+'-outtangents">')
-		outtangent_values=""
-		for x in handles_out:
-			outtangent_values+=" "+str(x)
-		self.writel(S_GEOM,4,'<float_array id="'+splineid+'-outtangents-array" count="'+str(len(points))+'">'+outtangent_values+'</float_array>')
-		self.writel(S_GEOM,4,'<technique_common>')
-		self.writel(S_GEOM,4,'<accessor source="#'+splineid+'-outtangents-array" count="'+str(len(points)/3)+'" stride="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="'+splineid+'-interpolations">')
-		interpolation_values=""
-		for x in interps:
-			interpolation_values+=" "+x
-		self.writel(S_GEOM,4,'<Name_array id="'+splineid+'-interpolations-array" count="'+str(len(interps))+'">'+interpolation_values+'</Name_array>')
-		self.writel(S_GEOM,4,'<technique_common>')
-		self.writel(S_GEOM,4,'<accessor source="#'+splineid+'-interpolations-array" count="'+str(len(interps))+'" stride="1">')
-		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="'+splineid+'-tilts">')
-		tilt_values=""
-		for x in tilts:
-			tilt_values+=" "+str(x)
-		self.writel(S_GEOM,4,'<float_array id="'+splineid+'-tilts-array" count="'+str(len(tilts))+'">'+tilt_values+'</float_array>')
-		self.writel(S_GEOM,4,'<technique_common>')
-		self.writel(S_GEOM,4,'<accessor source="#'+splineid+'-tilts-array" count="'+str(len(tilts))+'" stride="1">')
-		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="#'+splineid+'-positions"/>')
-		self.writel(S_GEOM,4,'<input semantic="IN_TANGENT" source="#'+splineid+'-intangents"/>')
-		self.writel(S_GEOM,4,'<input semantic="OUT_TANGENT" source="#'+splineid+'-outtangents"/>')
-		self.writel(S_GEOM,4,'<input semantic="INTERPOLATION" source="#'+splineid+'-interpolations"/>')
-		self.writel(S_GEOM,4,'<input semantic="TILT" source="#'+splineid+'-tilts"/>')
-		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==None):
-			return
-		curveid = self.export_curve(node.data)
-
-		self.writel(S_NODES,il,'<instance_geometry url="#'+curveid+'">')
-		self.writel(S_NODES,il,'</instance_geometry>')
-
-
-
-	def export_node(self,node,il):
-		if (not node in self.valid_nodes):
-			return
-		prev_node = bpy.context.scene.objects.active
-		bpy.context.scene.objects.active = node
-
-		self.writel(S_NODES,il,'<node id="'+self.validate_id(node.name)+'" name="'+node.name+'" type="NODE">')
-		il+=1
-
-		self.writel(S_NODES,il,'<matrix sid="transform">'+strmtx(node.matrix_local)+'</matrix>')
-		#print("NODE TYPE: "+node.type+" NAME: "+node.name)
-		if (node.type=="MESH"):
-			self.export_mesh_node(node,il)
-		elif (node.type=="CURVE"):
-			self.export_curve_node(node,il)
-		elif (node.type=="ARMATURE"):
-			self.export_armature_node(node,il)
-		elif (node.type=="CAMERA"):
-			self.export_camera_node(node,il)
-		elif (node.type=="LAMP"):
-			self.export_lamp_node(node,il)
-		elif (node.type=="EMPTY"):
-			self.export_empty_node(node,il)
-
-		for x in node.children:
-			self.export_node(x,il)
-
-		il-=1
-		self.writel(S_NODES,il,'</node>')
-		bpy.context.scene.objects.active = prev_node #make previous node active again
-
-	def is_node_valid(self,node):
-		if (not node.type in self.config["object_types"]):
-			return False
-		if (self.config["use_active_layers"]):
-			valid=False
-			#print("NAME: "+node.name)
-			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):
-
-
-		self.writel(S_NODES,0,'<library_visual_scenes>')
-		self.writel(S_NODES,1,'<visual_scene id="'+self.scene_name+'" name="scene">')
-
-		#validate nodes
-		for obj in self.scene.objects:
-			if (obj in self.valid_nodes):
-				continue
-			if (self.is_node_valid(obj)):
-				n = obj
-				while (n!=None):
-					if (not n in self.valid_nodes):
-						self.valid_nodes.append(n)
-					n=n.parent
-
-
-
-		for obj in self.scene.objects:
-			if (obj in self.valid_nodes and obj.parent==None):
-				self.export_node(obj,2)
-
-		self.writel(S_NODES,1,'</visual_scene>')
-		self.writel(S_NODES,0,'</library_visual_scenes>')
-
-	def export_asset(self):
-
-
-		self.writel(S_ASSET,0,'<asset>')
-		# Why is this time stuff mandatory?, no one could care less...
-		self.writel(S_ASSET,1,'<contributor>')
-		self.writel(S_ASSET,2,'<author> Anonymous </author>') #Who made Collada, the FBI ?
-		self.writel(S_ASSET,2,'<authoring_tool> Collada Exporter for Blender 2.6+, by Juan Linietsky ([email protected]) </authoring_tool>') #Who made Collada, the FBI ?
-		self.writel(S_ASSET,1,'</contributor>')
-		self.writel(S_ASSET,1,'<created>'+time.strftime("%Y-%m-%dT%H:%M:%SZ     ")+'</created>')
-		self.writel(S_ASSET,1,'<modified>'+time.strftime("%Y-%m-%dT%H:%M:%SZ")+'</modified>')
-		self.writel(S_ASSET,1,'<unit meter="1.0" name="meter"/>')
-		self.writel(S_ASSET,1,'<up_axis>Z_UP</up_axis>')
-		self.writel(S_ASSET,0,'</asset>')
-
-
-	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="'+anim_id+'">')
-		source_frames = ""
-		source_transforms = ""
-		source_interps = ""
-
-		for k in keys:
-			source_frames += " "+str(k[0])
-			if (matrices):
-				source_transforms += " "+strmtx(k[1])
-			else:
-				source_transforms += " "+str(k[1])
-
-			source_interps +=" LINEAR"
-
-
-		# Time Source
-		self.writel(S_ANIM,2,'<source id="'+anim_id+'-input">')
-		self.writel(S_ANIM,3,'<float_array id="'+anim_id+'-input-array" count="'+str(frame_total)+'">'+source_frames+'</float_array>')
-		self.writel(S_ANIM,3,'<technique_common>')
-		self.writel(S_ANIM,4,'<accessor source="#'+anim_id+'-input-array" count="'+str(frame_total)+'" stride="1">')
-		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="'+anim_id+'-transform-output">')
-			self.writel(S_ANIM,3,'<float_array id="'+anim_id+'-transform-output-array" count="'+str(frame_total*16)+'">'+source_transforms+'</float_array>')
-			self.writel(S_ANIM,3,'<technique_common>')
-			self.writel(S_ANIM,4,'<accessor source="#'+anim_id+'-transform-output-array" count="'+str(frame_total)+'" stride="16">')
-			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="'+anim_id+'-transform-output">')
-			self.writel(S_ANIM,3,'<float_array id="'+anim_id+'-transform-output-array" count="'+str(frame_total)+'">'+source_transforms+'</float_array>')
-			self.writel(S_ANIM,3,'<technique_common>')
-			self.writel(S_ANIM,4,'<accessor source="#'+anim_id+'-transform-output-array" count="'+str(frame_total)+'" stride="1">')
-			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="'+anim_id+'-interpolation-output">')
-		self.writel(S_ANIM,3,'<Name_array id="'+anim_id+'-interpolation-output-array" count="'+str(frame_total)+'">'+source_interps+'</Name_array>')
-		self.writel(S_ANIM,3,'<technique_common>')
-		self.writel(S_ANIM,4,'<accessor source="#'+anim_id+'-interpolation-output-array" count="'+str(frame_total)+'" stride="1">')
-		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="'+anim_id+'-sampler">')
-		self.writel(S_ANIM,3,'<input semantic="INPUT" source="#'+anim_id+'-input"/>')
-		self.writel(S_ANIM,3,'<input semantic="OUTPUT" source="#'+anim_id+'-transform-output"/>')
-		self.writel(S_ANIM,3,'<input semantic="INTERPOLATION" source="#'+anim_id+'-interpolation-output"/>')
-		self.writel(S_ANIM,2,'</sampler>')
-		if (matrices):
-			self.writel(S_ANIM,2,'<channel source="#'+anim_id+'-sampler" target="'+target+'/transform"/>')
-		else:
-			self.writel(S_ANIM,2,'<channel source="#'+anim_id+'-sampler" target="'+target+'"/>')
-		self.writel(S_ANIM,1,'</animation>')
-
-		return [anim_id]
-
-
-	def export_animation(self,start,end,allowed=None):
-
-		#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_total = end - start + 1
-		frame_sub = 0
-		if (start>0):
-			frame_sub=start*frame_len
-
-		tcn = []
-		xform_cache={}
-		blend_cache={}
-		# Change frames first, export objects last
-		# This improves performance enormously
-
-		#print("anim from: "+str(start)+" to "+str(end)+" allowed: "+str(allowed))
-		for t in range(start,end+1):
-			self.scene.frame_set(t)
-			key = t * frame_len - frame_sub
-#			print("Export Anim Frame "+str(t)+"/"+str(self.scene.frame_end+1))
-
-			for node in self.scene.objects:
-
-				if (not node in self.valid_nodes):
-					continue
-				if (allowed!=None and not (node in allowed)):
-					if (node.type=="MESH" and node.data!=None and (node in self.armature_for_morph) and (self.armature_for_morph[node] in allowed)):
-						pass #all good you pass with flying colors for morphs inside of action
-					else:
-						#print("fail "+str((node in self.armature_for_morph)))
-						continue
-				if (node.type=="MESH" and node.data!=None and node.data.shape_keys!=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=target+"-morph-weights("+str(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"):
-
-					continue #In Collada, nodes that have skin modifier must not export animation, animate the skin instead.
-
-				if (len(node.constraints)>0 or node.animation_data!=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() * mtx
-
-					xform_cache[name].append( (key,mtx) )
-
-				if (node.type=="ARMATURE"):
-					#All bones exported for now
-
-					for bone in node.data.bones:
-
-						bone_name=self.skeleton_info[node]["bone_ids"][bone]
-
-						if (not (bone_name in xform_cache)):
-							#print("has bone: "+bone_name)
-							xform_cache[bone_name]=[]
-
-						posebone = node.pose.bones[bone.name]
-						parent_posebone=None
-
-						mtx = posebone.matrix.copy()
-						if (bone.parent):
-							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() * 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>')
-
+    s = " "
+    for x in range(4):
+        for y in range(4):
+            s += str(mtx[x][y])
+            s += " "
+    s += " "
+    return s
 
-		if (self.config["use_anim_action_all"] and len(self.skeletons)):
 
-			cached_actions = {}
+def numarr(a, mult=1.0):
+    s = " "
+    for x in a:
+        s += " " + str(x * mult)
+    s += " "
+    return s
 
-			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 = str(p.data_path)
-					base = "pose.bones[\""
-					if (dp.find(base)==0):
-						dp=dp[len(base):]
-						if (dp.find('"')!=-1):
-							dp=dp[:dp.find('"')]
-							if (not dp 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 (not y 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()
-
-
-				#print("allowed skeletons "+str(allowed_skeletons))
-
-				#print(str(x))
-
-				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
-				#print("Export anim: "+x.name)
-				self.writel(S_ANIM_CLIPS,1,'<animation_clip name="'+x.name+'" start="'+str(start)+'" end="'+str(end)+'">')
-				for z in tcn:
-					self.writel(S_ANIM_CLIPS,2,'<instance_animation url="#'+z+'"/>')
-				self.writel(S_ANIM_CLIPS,1,'</animation_clip>')
-				if (len(tcn)==0):
-					self.operator.report({'WARNING'},'Animation clip "'+x.name+'" contains no tracks.')
-
-
-
-			self.writel(S_ANIM_CLIPS,0,'</library_animation_clips>')
-
-
-			for i,s in enumerate(self.skeletons):
-				if (s.animation_data==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.writel(S_GEOM,0,'<library_geometries>')
-		self.writel(S_CONT,0,'<library_controllers>')
-		self.writel(S_CAMS,0,'<library_cameras>')
-		self.writel(S_LAMPS,0,'<library_lights>')
-		self.writel(S_IMGS,0,'<library_images>')
-		self.writel(S_MATS,0,'<library_materials>')
-		self.writel(S_FX,0,'<library_effects>')
-
-
-		self.skeletons=[]
-		self.action_constraints=[]
-		self.export_asset()
-		self.export_scene()
-
-		self.writel(S_GEOM,0,'</library_geometries>')
-
-		#morphs always go before skin controllers
-		if S_MORPH in self.sections:
-			for l in self.sections[S_MORPH]:
-				self.writel(S_CONT,0,l)
-			del self.sections[S_MORPH]
-
-		#morphs always go before skin controllers
-		if S_SKIN in self.sections:
-			for l in self.sections[S_SKIN]:
-				self.writel(S_CONT,0,l)
-			del self.sections[S_SKIN]
-
-		self.writel(S_CONT,0,'</library_controllers>')
-		self.writel(S_CAMS,0,'</library_cameras>')
-		self.writel(S_LAMPS,0,'</library_lights>')
-		self.writel(S_IMGS,0,'</library_images>')
-		self.writel(S_MATS,0,'</library_materials>')
-		self.writel(S_FX,0,'</library_effects>')
-
-		if (self.config["use_anim"]):
-		    self.export_animations()
-
-		try:
-			f = open(self.path,"wb")
-		except:
-			return False
-
-		f.write(bytes('<?xml version="1.0" encoding="utf-8"?>\n',"UTF-8"))
-		f.write(bytes('<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">\n',"UTF-8"))
-
-
-		s=[]
-		for x in self.sections.keys():
-			s.append(x)
-		s.sort()
-		for x in s:
-			for l in self.sections[x]:
-				f.write(bytes(l+"\n","UTF-8"))
-
-		f.write(bytes('<scene>\n',"UTF-8"))
-		f.write(bytes('\t<instance_visual_scene url="#'+self.scene_name+'" />\n',"UTF-8"))
-		f.write(bytes('</scene>\n',"UTF-8"))
-		f.write(bytes('</COLLADA>\n',"UTF-8"))
-		return True
-
-	def __init__(self,path,kwargs,operator):
-		self.operator=operator
-		self.scene=bpy.context.scene
-		self.last_id=0
-		self.scene_name=self.new_id("scene")
-		self.sections={}
-		self.path=path
-		self.mesh_cache={}
-		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
-
-
-
-
-
-
-
-def save(operator, context,
-	filepath="",
-	use_selection=False,
-	**kwargs
-	):
-
-	exp = DaeExporter(filepath,kwargs,operator)
-	exp.export()
+def numarr_alpha(a, mult=1.0):
+    s = " "
+    for x in a:
+        s += " " + str(x * mult)
+    if len(a) == 3:
+        s += " 1.0"
+    s += " "
+    return s
 
 
+def strarr(arr):
+    s = " "
+    for x in arr:
+        s += " " + str(x)
+    s += " "
+    return s
 
-	return {'FINISHED'}  # so the script wont run after we have batch exported.
 
+class DaeExporter:
 
+    def validate_id(self, d):
+        if (d.find("id-") == 0):
+            return "z" + d
+        return d
+
+    def new_id(self, t):
+        self.last_id += 1
+        return "id-" + t + "-" + str(self.last_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
+
+        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 = ""
+        for x in range(indent):
+            line += "\t"
+        line += text
+        self.sections[section].append(line)
+
+    def export_image(self, image):
+        if (image in self.image_cache):
+            return self.image_cache[image]
+
+        imgpath = image.filepath
+        if (imgpath.find("//") == 0 or imgpath.find("\\\\") == 0):
+            # If relative, convert to absolute
+            imgpath = bpy.path.abspath(imgpath)
+
+        # Path is absolute, now do something!
+
+        if (self.config["use_copy_images"]):
+            # copy image
+            basedir = os.path.dirname(self.path) + "/images"
+            if (not os.path.isdir(basedir)):
+                os.makedirs(basedir)
+
+            if os.path.isfile(imgpath):
+                dstfile = basedir + "/" + os.path.basename(imgpath)
+
+                if not os.path.isfile(dstfile):
+                    shutil.copy(imgpath, dstfile)
+                imgpath = "images/" + os.path.basename(imgpath)
+            else:
+                # If file is not found save it as png file in the destination
+                # folder
+                img_tmp_path = image.filepath
+                if img_tmp_path.endswith((".bmp", ".rgb", ".png", ".jpeg",
+                                          ".jpg", ".jp2", ".tga", ".cin",
+                                          ".dpx", ".exr", ".hdr", ".tif")):
+                    image.filepath = basedir + "/" + \
+                        os.path.basename(img_tmp_path)
+                else:
+                    image.filepath = basedir + "/" + image.name + ".png"
+
+                dstfile = basedir + "/" + os.path.basename(image.filepath)
+
+                if not os.path.isfile(dstfile):
+                    image.save()
+                imgpath = "images/" + os.path.basename(image.filepath)
+                image.filepath = img_tmp_path
+
+        else:
+            # Export relative, always, no one wants absolute paths.
+            try:
+                # Export unix compatible always
+                imgpath = os.path.relpath(
+                    imgpath, os.path.dirname(self.path)).replace("\\", "/")
+
+            except:
+                # Fails sometimes, not sure why
+                pass
+
+        imgid = self.new_id("image")
+
+        print("FOR: " + imgpath)
+
+#        if (not os.path.isfile(imgpath)):
+#            print("NOT FILE?")
+#            if imgpath.endswith((".bmp", ".rgb", ".png", ".jpeg", ".jpg",
+#                                 ".jp2", ".tga", ".cin", ".dpx", ".exr",
+#                                 ".hdr", ".tif")):
+#                imgpath="images/"+os.path.basename(imgpath)
+#            else:
+#                imgpath="images/"+image.name+".png"
+
+        self.writel(S_IMGS, 1, '<image id="' + imgid +
+                    '" name="' + image.name + '">')
+        self.writel(S_IMGS, 2, '<init_from>' + imgpath + '</init_from>')
+        self.writel(S_IMGS, 1, '</image>')
+        self.image_cache[image] = imgid
+        return imgid
+
+    def export_material(self, material, double_sided_hint=True):
+        if (material in self.material_cache):
+            return self.material_cache[material]
+
+        fxid = self.new_id("fx")
+        self.writel(S_FX, 1, '<effect id="' + fxid + '" name="' +
+                    material.name + '-fx">')
+        self.writel(S_FX, 2, '<profile_COMMON>')
+
+        # Find and fetch the textures and create sources
+        sampler_table = {}
+        diffuse_tex = None
+        specular_tex = None
+        emission_tex = None
+        normal_tex = None
+        for i in range(len(material.texture_slots)):
+            ts = material.texture_slots[i]
+            if not ts:
+                continue
+            if not ts.use:
+                continue
+            if not ts.texture:
+                continue
+            if ts.texture.type != "IMAGE":
+                continue
+
+            if ts.texture.image is None:
+                continue
+
+            # Image
+            imgid = self.export_image(ts.texture.image)
+
+            # Surface
+            surface_sid = self.new_id("fx_surf")
+            self.writel(S_FX, 3, '<newparam sid="' + surface_sid + '">')
+            self.writel(S_FX, 4, '<surface type="2D">')
+            # This is sooo weird
+            self.writel(S_FX, 5, '<init_from>' + imgid + '</init_from>')
+            self.writel(S_FX, 5, '<format>A8R8G8B8</format>')
+            self.writel(S_FX, 4, '</surface>')
+            self.writel(S_FX, 3, '</newparam>')
+            # Sampler, collada sure likes it difficult
+            sampler_sid = self.new_id("fx_sampler")
+            self.writel(S_FX, 3, '<newparam sid="' + sampler_sid + '">')
+            self.writel(S_FX, 4, '<sampler2D>')
+            self.writel(S_FX, 5, '<source>' + surface_sid + '</source>')
+            self.writel(S_FX, 4, '</sampler2D>')
+            self.writel(S_FX, 3, '</newparam>')
+            sampler_table[i] = sampler_sid
+
+            if ts.use_map_color_diffuse and diffuse_tex is None:
+                diffuse_tex = sampler_sid
+            if ts.use_map_color_spec and specular_tex is None:
+                specular_tex = sampler_sid
+            if ts.use_map_emit and emission_tex is None:
+                emission_tex = sampler_sid
+            if ts.use_map_normal and normal_tex is None:
+                normal_tex = sampler_sid
+
+        self.writel(S_FX, 3, '<technique sid="common">')
+        shtype = "blinn"
+        self.writel(S_FX, 4, '<' + shtype + '>')
+        # Ambient? from where?
+
+        self.writel(S_FX, 5, '<emission>')
+        if emission_tex is not None:
+            self.writel(S_FX, 6, '<texture texture="' + emission_tex +
+                        '" texcoord="CHANNEL1"/>')
+        else:
+            self.writel(S_FX, 6, '<color>' +
+                        numarr_alpha(material.diffuse_color, material.emit) +
+                        ' </color>')  # not totally right but good enough
+        self.writel(S_FX, 5, '</emission>')
+
+        self.writel(S_FX, 5, '<ambient>')
+        self.writel(S_FX, 6, '<color>' +
+                    numarr_alpha(self.scene.world.ambient_color,
+                                 material.ambient) + ' </color>')
+        self.writel(S_FX, 5, '</ambient>')
+
+        self.writel(S_FX, 5, '<diffuse>')
+        if diffuse_tex is not None:
+            self.writel(S_FX, 6, '<texture texture="' + diffuse_tex +
+                        '" texcoord="CHANNEL1"/>')
+        else:
+            self.writel(S_FX, 6,
+                        '<color>' + numarr_alpha(material.diffuse_color,
+                                                 material.diffuse_intensity) +
+                        '</color>')
+        self.writel(S_FX, 5, '</diffuse>')
+
+        self.writel(S_FX, 5, '<specular>')
+        if specular_tex is not None:
+            self.writel(S_FX, 6, '<texture texture="' + specular_tex +
+                        '" texcoord="CHANNEL1"/>')
+        else:
+            self.writel(S_FX, 6, '<color>' + numarr_alpha(
+                material.specular_color, material.specular_intensity) +
+                '</color>')
+        self.writel(S_FX, 5, '</specular>')
+
+        self.writel(S_FX, 5, '<shininess>')
+        self.writel(S_FX, 6, '<float>' + str(material.specular_hardness) +
+                    '</float>')
+        self.writel(S_FX, 5, '</shininess>')
+
+        self.writel(S_FX, 5, '<reflective>')
+        self.writel(S_FX, 6, '<color>' + numarr_alpha(material.mirror_color) +
+                    '</color>')
+        self.writel(S_FX, 5, '</reflective>')
+
+        if (material.use_transparency):
+            self.writel(S_FX, 5, '<transparency>')
+            self.writel(S_FX, 6, '<float>' + str(material.alpha) + '</float>')
+            self.writel(S_FX, 5, '</transparency>')
+
+        self.writel(S_FX, 5, '<index_of_refraction>')
+        self.writel(S_FX, 6, '<float>' + str(material.specular_ior) +
+                    '</float>')
+        self.writel(S_FX, 5, '</index_of_refraction>')
+
+        self.writel(S_FX, 4, '</' + shtype + '>')
+
+        self.writel(S_FX, 4, '<extra>')
+        self.writel(S_FX, 5, '<technique profile="FCOLLADA">')
+        if (normal_tex):
+            self.writel(S_FX, 6, '<bump bumptype="NORMALMAP">')
+            self.writel(S_FX, 7, '<texture texture="' + normal_tex +
+                        '" texcoord="CHANNEL1"/>')
+            self.writel(S_FX, 6, '</bump>')
+
+        self.writel(S_FX, 5, '</technique>')
+        self.writel(S_FX, 5, '<technique profile="GOOGLEEARTH">')
+        self.writel(S_FX, 6, '<double_sided>' + ["0", "1"][double_sided_hint] +
+                    "</double_sided>")
+        self.writel(S_FX, 5, '</technique>')
+
+        if (material.use_shadeless):
+            self.writel(S_FX, 5, '<technique profile="GODOT">')
+            self.writel(S_FX, 6, '<unshaded>1</unshaded>')
+            self.writel(S_FX, 5, '</technique>')
+
+        self.writel(S_FX, 4, '</extra>')
+
+        self.writel(S_FX, 3, '</technique>')
+        self.writel(S_FX, 2, '</profile_COMMON>')
+        self.writel(S_FX, 1, '</effect>')
+
+        # Also export blender material in all it's glory (if set as active)
+
+        # Material
+        matid = self.new_id("material")
+        self.writel(S_MATS, 1, '<material id="' + matid + '" name="' +
+                    material.name + '">')
+        self.writel(S_MATS, 2, '<instance_effect url="#' + fxid + '"/>')
+        self.writel(S_MATS, 1, '</material>')
+
+        self.material_cache[material] = matid
+        return matid
+
+    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]
+
+        if (skeyindex == -1 and 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]  # save 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()
+                """
+                oldval = shape.value
+                shape.value = 1.0
+
+                """
+                p = node.data
+                v = node.to_mesh(bpy.context.scene, True, "RENDER")
+                node.data = v
+#                self.export_node(node, il, shape.name)
+                node.data.update()
+                if (armature and k == 0):
+                    md = self.export_mesh(node, armature, k, mid, shape.name)
+                else:
+                    md = self.export_mesh(node, None, k, None, shape.name)
+
+                node.data = p
+                node.data.update()
+                shape.value = 0.0
+                morph_targets.append(md)
+
+                """
+                shape.value = oldval
+                """
+            node.show_only_shape_key = False
+            node.active_shape_key_index = 0
+
+            self.writel(S_MORPH, 1, '<controller id="' + mid + '" name="">')
+            # if ("skin_id" in morph_targets[0]):
+            #    self.writel(S_MORPH, 2, '<morph source="#'+morph_targets[0][
+            #    "skin_id"]+'" method="NORMALIZED">')
+            # else:
+            self.writel(S_MORPH, 2, '<morph source="#' +
+                        morph_targets[0]["id"] + '" method="NORMALIZED">')
+
+            self.writel(S_MORPH, 3, '<source id="' + mid + '-morph-targets">')
+            self.writel(S_MORPH, 4, '<IDREF_array id="' + mid +
+                        '-morph-targets-array" count="' +
+                        str(len(morph_targets) - 1) + '">')
+            marr = ""
+            warr = ""
+            for i in range(len(morph_targets)):
+                if (i == 0):
+                    continue
+                elif (i > 1):
+                    marr += " "
+
+                if ("skin_id" in morph_targets[i]):
+                    marr += morph_targets[i]["skin_id"]
+                else:
+                    marr += morph_targets[i]["id"]
+
+                warr += " 0"
+
+            self.writel(S_MORPH, 5, marr)
+            self.writel(S_MORPH, 4, '</IDREF_array>')
+            self.writel(S_MORPH, 4, '<technique_common>')
+            self.writel(S_MORPH, 5, '<accessor source="#' + mid +
+                        '-morph-targets-array" count="' +
+                        str(len(morph_targets) - 1) + '" stride="1">')
+            self.writel(
+                S_MORPH, 6, '<param name="MORPH_TARGET" type="IDREF"/>')
+            self.writel(S_MORPH, 5, '</accessor>')
+            self.writel(S_MORPH, 4, '</technique_common>')
+            self.writel(S_MORPH, 3, '</source>')
+
+            self.writel(S_MORPH, 3, '<source id="' + mid + '-morph-weights">')
+            self.writel(S_MORPH, 4, '<float_array id="' + mid +
+                        '-morph-weights-array" count="' +
+                        str(len(morph_targets) - 1) + '" >')
+            self.writel(S_MORPH, 5, warr)
+            self.writel(S_MORPH, 4, '</float_array>')
+            self.writel(S_MORPH, 4, '<technique_common>')
+            self.writel(S_MORPH, 5, '<accessor source="#' + mid +
+                        '-morph-weights-array" count="' +
+                        str(len(morph_targets) - 1) + '" stride="1">')
+            self.writel(
+                S_MORPH, 6, '<param name="MORPH_WEIGHT" type="float"/>')
+            self.writel(S_MORPH, 5, '</accessor>')
+            self.writel(S_MORPH, 4, '</technique_common>')
+            self.writel(S_MORPH, 3, '</source>')
+
+            self.writel(S_MORPH, 3, '<targets>')
+            self.writel(
+                S_MORPH, 4, '<input semantic="MORPH_TARGET" source="#' + mid +
+                '-morph-targets"/>')
+            self.writel(
+                S_MORPH, 4, '<input semantic="MORPH_WEIGHT" source="#' + mid +
+                '-morph-weights"/>')
+            self.writel(S_MORPH, 3, '</targets>')
+            self.writel(S_MORPH, 2, '</morph>')
+            self.writel(S_MORPH, 1, '</controller>')
+            if armature is not None:
+
+                self.armature_for_morph[node] = armature
+
+            meshdata = {}
+            if (armature):
+                meshdata = morph_targets[0]
+                meshdata["morph_id"] = mid
+            else:
+                meshdata["id"] = morph_targets[0]["id"]
+                meshdata["morph_id"] = mid
+                meshdata["material_assign"] = morph_targets[
+                    0]["material_assign"]
+
+            self.mesh_cache[node.data] = meshdata
+            return meshdata
+
+        apply_modifiers = len(node.modifiers) and self.config[
+            "use_mesh_modifiers"]
+
+        name_to_use = mesh.name
+        # print("name to use: "+mesh.name)
+        if (custom_name is not None and custom_name != ""):
+            name_to_use = custom_name
+
+        mesh = node.to_mesh(self.scene, apply_modifiers,
+                            "RENDER")  # is this allright?
+
+        triangulate = self.config["use_triangles"]
+        if (triangulate):
+            bm = bmesh.new()
+            bm.from_mesh(mesh)
+            bmesh.ops.triangulate(bm, faces=bm.faces)
+            bm.to_mesh(mesh)
+            bm.free()
+
+        mesh.update(calc_tessface=True)
+        vertices = []
+        vertex_map = {}
+        surface_indices = {}
+        materials = {}
+
+        materials = {}
+
+        si = None
+        if armature is not None:
+            si = self.skeleton_info[armature]
+
+        has_uv = False
+        has_uv2 = False
+        has_weights = armature is not None
+        has_tangents = self.config["use_tangent_arrays"]  # could detect..
+        has_colors = len(mesh.vertex_colors)
+        mat_assign = []
+
+        uv_layer_count = len(mesh.uv_textures)
+        if has_tangents and len(mesh.uv_textures):
+            try:
+                mesh.calc_tangents()
+            except:
+                self.operator.report(
+                    {'WARNING'}, 'CalcTangets failed for mesh "' + mesh.name +
+                    '", no tangets will be exported.')
+                # uv_layer_count=0
+                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 surface_indices):
+                surface_indices[f.material_index] = []
+                # print("Type: " + str(type(f.material_index)))
+                # print("IDX: " + str(f.material_index) + "/" + str(
+                #     len(mesh.materials)))
+
+                try:
+                    # Bizarre blender behavior i don't understand,
+                    # so catching exception
+                    mat = mesh.materials[f.material_index]
+                except:
+                    mat = None
+
+                if (mat is not None):
+                    materials[f.material_index] = self.export_material(
+                        mat, mesh.show_double_sided)
+                else:
+                    # weird, has no material?
+                    materials[f.material_index] = None
+
+            indices = surface_indices[f.material_index]
+            vi = []
+            # Vertices always 3
+            """
+            if (len(f.vertices)==3):
+                vi.append(0)
+                vi.append(1)
+                vi.append(2)
+            elif (len(f.vertices)==4):
+                #todo, should use shortest path
+                vi.append(0)
+                vi.append(1)
+                vi.append(2)
+                vi.append(0)
+                vi.append(2)
+                vi.append(3)
+            """
+
+            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 = 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 = Vector(ml.normal)
+
+                if (has_tangents):
+                    v.tangent = Vector(ml.tangent)
+                    v.bitangent = Vector(ml.bitangent)
+
+                    # if (armature):
+                    #         v.vertex = node.matrix_world * v.vertex
+
+                # v.color=Vertex(mv. ???
+
+                if armature is not None:
+                    wsum = 0.0
+                    zero_bones = []
+
+                    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"]):
+                            # could still put the weight as 0.0001 maybe
+                            # blender has a lot of zero weight stuff
+                            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 "' + node.name +
+                                '" has unassigned weights. '
+                                'This may look wrong in exported model.')
+                            self.wrongvtx_report = True
+
+                        # blender can have bones assigned that weight zero
+                        # so they remain local
+                        # this is the best it can be done?
+                        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 vertex_map):
+                    idx = vertex_map[tup]
+                else:
+                    idx = len(vertices)
+                    vertices.append(v)
+                    vertex_map[tup] = idx
+
+                vi.append(idx)
+
+            if (len(vi) > 2):
+                # only triangles and above
+                indices.append(vi)
+
+        meshid = self.new_id("mesh")
+        self.writel(S_GEOM, 1, '<geometry id="' + meshid +
+                    '" name="' + name_to_use + '">')
+
+        self.writel(S_GEOM, 2, '<mesh>')
+
+        # Vertex Array
+        self.writel(S_GEOM, 3, '<source id="' + meshid + '-positions">')
+        float_values = ""
+        for v in vertices:
+            float_values += " " + str(v.vertex.x) + " " + \
+                str(v.vertex.y) + " " + str(v.vertex.z)
+        self.writel(S_GEOM, 4, '<float_array id="' + meshid +
+                    '-positions-array" count="' +
+                    str(len(vertices) * 3) + '">' + float_values +
+                    '</float_array>')
+        self.writel(S_GEOM, 4, '<technique_common>')
+        self.writel(S_GEOM, 4, '<accessor source="#' + meshid +
+                    '-positions-array" count="' + str(len(vertices)) +
+                    '" stride="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, 4, '</technique_common>')
+        self.writel(S_GEOM, 3, '</source>')
+
+        # Normal Array
+
+        self.writel(S_GEOM, 3, '<source id="' + meshid + '-normals">')
+        float_values = ""
+        for v in vertices:
+            float_values += " " + str(v.normal.x) + " " + \
+                str(v.normal.y) + " " + str(v.normal.z)
+        self.writel(S_GEOM, 4, '<float_array id="' + meshid +
+                    '-normals-array" count="' +
+                    str(len(vertices) * 3) + '">' + float_values +
+                    '</float_array>')
+        self.writel(S_GEOM, 4, '<technique_common>')
+        self.writel(S_GEOM, 4, '<accessor source="#' + meshid +
+                    '-normals-array" count="' + str(len(vertices)) +
+                    '" stride="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, 4, '</technique_common>')
+        self.writel(S_GEOM, 3, '</source>')
+
+        if (has_tangents):
+            self.writel(S_GEOM, 3, '<source id="' + meshid + '-tangents">')
+            float_values = ""
+            for v in vertices:
+                float_values += " " + \
+                    str(v.tangent.x) + " " + \
+                    str(v.tangent.y) + " " + str(v.tangent.z)
+            self.writel(S_GEOM, 4, '<float_array id="' + meshid +
+                        '-tangents-array" count="' +
+                        str(len(vertices) * 3) + '">' + float_values +
+                        '</float_array>')
+            self.writel(S_GEOM, 4, '<technique_common>')
+            self.writel(S_GEOM, 4, '<accessor source="#' + meshid +
+                        '-tangents-array" count="' + str(len(vertices)) +
+                        '" stride="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, 4, '</technique_common>')
+            self.writel(S_GEOM, 3, '</source>')
+
+            self.writel(S_GEOM, 3, '<source id="' + meshid + '-bitangents">')
+            float_values = ""
+            for v in vertices:
+                float_values += " " + \
+                    str(v.bitangent.x) + " " + \
+                    str(v.bitangent.y) + " " + str(v.bitangent.z)
+            self.writel(S_GEOM, 4, '<float_array id="' + meshid +
+                        '-bitangents-array" count="' +
+                        str(len(vertices) * 3) + '">' + float_values +
+                        '</float_array>')
+            self.writel(S_GEOM, 4, '<technique_common>')
+            self.writel(S_GEOM, 4, '<accessor source="#' + meshid +
+                        '-bitangents-array" count="' + str(len(vertices)) +
+                        '" stride="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, 4, '</technique_common>')
+            self.writel(S_GEOM, 3, '</source>')
+
+        # UV Arrays
+
+        for uvi in range(uv_layer_count):
+
+            self.writel(S_GEOM, 3, '<source id="' + meshid +
+                        '-texcoord-' + str(uvi) + '">')
+            float_values = ""
+            for v in vertices:
+                try:
+                    float_values += " " + \
+                        str(v.uv[uvi].x) + " " + str(v.uv[uvi].y)
+                except:
+                    # I don't understand this weird multi-uv-layer API, but
+                    # with this it seems to works
+                    float_values += " 0 0 "
+
+            self.writel(S_GEOM, 4, '<float_array id="' + meshid +
+                        '-texcoord-' + str(uvi) +
+                        '-array" count="' + str(len(vertices) * 2) + '">' +
+                        float_values + '</float_array>')
+            self.writel(S_GEOM, 4, '<technique_common>')
+            self.writel(S_GEOM, 4, '<accessor source="#' + meshid +
+                        '-texcoord-' +
+                        str(uvi) + '-array" count="' + str(len(vertices)) +
+                        '" stride="2">')
+            self.writel(S_GEOM, 5, '<param name="S" type="float"/>')
+            self.writel(S_GEOM, 5, '<param name="T" type="float"/>')
+            self.writel(S_GEOM, 4, '</accessor>')
+            self.writel(S_GEOM, 4, '</technique_common>')
+            self.writel(S_GEOM, 3, '</source>')
+
+        # Color Arrays
+
+        if (has_colors):
+            self.writel(S_GEOM, 3, '<source id="' + meshid + '-colors">')
+            float_values = ""
+            for v in vertices:
+                float_values += " " + \
+                    str(v.color.x) + " " + \
+                    str(v.color.y) + " " + str(v.color.z)
+            self.writel(S_GEOM, 4, '<float_array id="' + meshid +
+                        '-colors-array" count="' +
+                        str(len(vertices) * 3) + '">' + float_values +
+                        '</float_array>')
+            self.writel(S_GEOM, 4, '<technique_common>')
+            self.writel(S_GEOM, 4, '<accessor source="#' + meshid +
+                        '-colors-array" count="' + str(len(vertices)) +
+                        '" stride="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, 4, '</technique_common>')
+            self.writel(S_GEOM, 3, '</source>')
+
+        # Triangle Lists
+        self.writel(S_GEOM, 3, '<vertices id="' + meshid + '-vertices">')
+        self.writel(
+            S_GEOM, 4, '<input semantic="POSITION" source="#' + meshid +
+            '-positions"/>')
+        self.writel(S_GEOM, 3, '</vertices>')
+
+        prim_type = ""
+        if (triangulate):
+            prim_type = "triangles"
+        else:
+            prim_type = "polygons"
+
+        for m in surface_indices:
+            indices = surface_indices[m]
+            mat = materials[m]
+
+            if (mat is not None):
+                matref = self.new_id("trimat")
+                self.writel(S_GEOM, 3, '<' + prim_type + ' count="' + str(
+                    int(len(indices))) + '" material="' + matref +
+                            '">')  # todo material
+                mat_assign.append((mat, matref))
+            else:
+                self.writel(S_GEOM, 3, '<' + prim_type + ' count="' +
+                            str(int(len(indices))) + '">')  # todo material
+
+            self.writel(S_GEOM, 4, '<input semantic="VERTEX" source="#' +
+                        meshid + '-vertices" offset="0"/>')
+            self.writel(S_GEOM, 4, '<input semantic="NORMAL" source="#' +
+                        meshid + '-normals" offset="0"/>')
+
+            for uvi in range(uv_layer_count):
+                self.writel(S_GEOM, 4, '<input semantic="TEXCOORD" source="#' +
+                            meshid +
+                            '-texcoord-' + str(uvi) + '" offset="0" set="' +
+                            str(uvi) + '"/>')
+
+            if (has_colors):
+                self.writel(S_GEOM, 4, '<input semantic="COLOR" source="#' +
+                            meshid + '-colors" offset="0"/>')
+            if (has_tangents):
+                self.writel(S_GEOM, 4,
+                            '<input semantic="TEXTANGENT" source="#' +
+                            meshid + '-tangents" offset="0"/>')
+                self.writel(S_GEOM, 4,
+                            '<input semantic="TEXBINORMAL" source="#' +
+                            meshid + '-bitangents" offset="0"/>')
+
+            if (triangulate):
+                int_values = "<p>"
+                for p in indices:
+                    for i in p:
+                        int_values += " " + str(i)
+                int_values += " </p>"
+                self.writel(S_GEOM, 4, int_values)
+            else:
+                for p in indices:
+                    int_values = "<p>"
+                    for i in p:
+                        int_values += " " + str(i)
+                    int_values += " </p>"
+                    self.writel(S_GEOM, 4, int_values)
+
+            self.writel(S_GEOM, 3, '</' + prim_type + '>')
+
+        self.writel(S_GEOM, 2, '</mesh>')
+        self.writel(S_GEOM, 1, '</geometry>')
+
+        meshdata = {}
+        meshdata["id"] = meshid
+        meshdata["material_assign"] = mat_assign
+        if (skeyindex == -1):
+            self.mesh_cache[node.data] = meshdata
+
+        # Export armature data (if armature exists)
+
+        if (armature is not None and (
+                skel_source is not None or skeyindex == -1)):
+
+            contid = self.new_id("controller")
+
+            self.writel(S_SKIN, 1, '<controller id="' + contid + '">')
+            if (skel_source is not None):
+                self.writel(S_SKIN, 2, '<skin source="#' + skel_source + '">')
+            else:
+                self.writel(S_SKIN, 2, '<skin source="#' + meshid + '">')
+
+            self.writel(S_SKIN, 3, '<bind_shape_matrix>' +
+                        strmtx(node.matrix_world) + '</bind_shape_matrix>')
+            # Joint Names
+            self.writel(S_SKIN, 3, '<source id="' + contid + '-joints">')
+            name_values = ""
+            for v in si["bone_names"]:
+                name_values += " " + v
+
+            self.writel(S_SKIN, 4, '<Name_array id="' + contid +
+                        '-joints-array" count="' +
+                        str(len(si["bone_names"])) + '">' + name_values +
+                        '</Name_array>')
+            self.writel(S_SKIN, 4, '<technique_common>')
+            self.writel(S_SKIN, 4, '<accessor source="#' + contid +
+                        '-joints-array" count="' + str(len(si["bone_names"])) +
+                        '" stride="1">')
+            self.writel(S_SKIN, 5, '<param name="JOINT" type="Name"/>')
+            self.writel(S_SKIN, 4, '</accessor>')
+            self.writel(S_SKIN, 4, '</technique_common>')
+            self.writel(S_SKIN, 3, '</source>')
+            # Pose Matrices!
+            self.writel(S_SKIN, 3, '<source id="' + contid + '-bind_poses">')
+            pose_values = ""
+            for v in si["bone_bind_poses"]:
+                pose_values += " " + strmtx(v)
+
+            self.writel(S_SKIN, 4, '<float_array id="' + contid +
+                        '-bind_poses-array" count="' +
+                        str(len(si["bone_bind_poses"]) * 16) + '">' +
+                        pose_values + '</float_array>')
+            self.writel(S_SKIN, 4, '<technique_common>')
+            self.writel(S_SKIN, 4, '<accessor source="#' + contid +
+                        '-bind_poses-array" count="' +
+                        str(len(si["bone_bind_poses"])) + '" stride="16">')
+            self.writel(S_SKIN, 5, '<param name="TRANSFORM" type="float4x4"/>')
+            self.writel(S_SKIN, 4, '</accessor>')
+            self.writel(S_SKIN, 4, '</technique_common>')
+            self.writel(S_SKIN, 3, '</source>')
+            # Skin Weights!
+            self.writel(S_SKIN, 3, '<source id="' + contid + '-skin_weights">')
+            skin_weights = ""
+            skin_weights_total = 0
+            for v in vertices:
+                skin_weights_total += len(v.weights)
+                for w in v.weights:
+                    skin_weights += " " + str(w)
+
+            self.writel(S_SKIN, 4, '<float_array id="' + contid +
+                        '-skin_weights-array" count="' +
+                        str(skin_weights_total) + '">' + skin_weights +
+                        '</float_array>')
+            self.writel(S_SKIN, 4, '<technique_common>')
+            self.writel(S_SKIN, 4, '<accessor source="#' + contid +
+                        '-skin_weights-array" count="' +
+                        str(skin_weights_total) + '" stride="1">')
+            self.writel(S_SKIN, 5, '<param name="WEIGHT" type="float"/>')
+            self.writel(S_SKIN, 4, '</accessor>')
+            self.writel(S_SKIN, 4, '</technique_common>')
+            self.writel(S_SKIN, 3, '</source>')
+
+            self.writel(S_SKIN, 3, '<joints>')
+            self.writel(
+                S_SKIN, 4, '<input semantic="JOINT" source="#' + contid +
+                '-joints"/>')
+            self.writel(
+                S_SKIN, 4, '<input semantic="INV_BIND_MATRIX" source="#' +
+                contid + '-bind_poses"/>')
+            self.writel(S_SKIN, 3, '</joints>')
+            self.writel(S_SKIN, 3, '<vertex_weights count="' +
+                        str(len(vertices)) + '">')
+            self.writel(S_SKIN, 4, '<input semantic="JOINT" source="#' +
+                        contid + '-joints" offset="0"/>')
+            self.writel(S_SKIN, 4, '<input semantic="WEIGHT" source="#' +
+                        contid + '-skin_weights" offset="1"/>')
+            vcounts = ""
+            vs = ""
+            vcount = 0
+            for v in vertices:
+                vcounts += " " + str(len(v.weights))
+                for b in v.bones:
+                    vs += " " + str(b)
+                    vs += " " + str(vcount)
+                    vcount += 1
+            self.writel(S_SKIN, 4, '<vcount>' + vcounts + '</vcount>')
+            self.writel(S_SKIN, 4, '<v>' + vs + '</v>')
+            self.writel(S_SKIN, 3, '</vertex_weights>')
+
+            self.writel(S_SKIN, 2, '</skin>')
+            self.writel(S_SKIN, 1, '</controller>')
+            meshdata["skin_id"] = contid
+
+        return meshdata
+
+    def export_mesh_node(self, node, il):
+        if (node.data is None):
+            return
+
+        armature = None
+        armcount = 0
+        for n in node.modifiers:
+            if (n.type == "ARMATURE"):
+                armcount += 1
+
+        if (node.parent is not None):
+            if (node.parent.type == "ARMATURE"):
+                armature = node.parent
+                if (armcount > 1):
+                    self.operator.report({'WARNING'}, 'Object "' + node.name +
+                                         '" refers to more than one armature! '
+                                         'This is unsupported.')
+                if (armcount == 0):
+                    self.operator.report({'WARNING'}, 'Object "' + node.name +
+                                         '" is child of an armature, but has '
+                                         'no armature modifier.')
+
+        if (armcount > 0 and not armature):
+            self.operator.report({'WARNING'}, 'Object "' + node.name +
+                                 '" has armature modifier, but is not a child '
+                                 'of an armature. This is unsupported.')
+
+        if (node.data.shape_keys is not None):
+            sk = node.data.shape_keys
+            if (sk.animation_data):
+                    # print("HAS ANIM")
+                    # print("DRIVERS: "+str(len(sk.animation_data.drivers)))
+                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):
+                                    # print("LINKING " + str(node) + " WITH " +
+                                    #     str(t.id.name))
+                                    self.armature_for_morph[
+                                        node] = self.scene.objects[t.id.name]
+
+        meshdata = self.export_mesh(node, armature)
+        close_controller = False
+
+        if ("skin_id" in meshdata):
+            close_controller = True
+            self.writel(S_NODES, il, '<instance_controller url="#' +
+                        meshdata["skin_id"] + '">')
+            for sn in self.skeleton_info[armature]["skeleton_nodes"]:
+                self.writel(S_NODES, il + 1, '<skeleton>#' +
+                            sn + '</skeleton>')
+        elif ("morph_id" in meshdata):
+            self.writel(S_NODES, il, '<instance_controller url="#' +
+                        meshdata["morph_id"] + '">')
+            close_controller = True
+        elif (armature is None):
+            self.writel(S_NODES, il, '<instance_geometry url="#' +
+                        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="' +
+                            m[1] + '" target="#' + 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):
+        boneid = self.new_id("bone")
+        boneidx = si["bone_count"]
+        si["bone_count"] += 1
+        bonesid = si["id"] + "-" + str(boneidx)
+        if (bone.name in self.used_bones):
+            if (self.config["use_anim_action_all"]):
+                self.operator.report({'WARNING'}, 'Bone name "' + bone.name +
+                                     '" used in more than one skeleton. '
+                                     'Actions might export wrong.')
+        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="' + boneid + '" sid="' +
+                    bonesid + '" name="' + bone.name + '" type="JOINT">')
+        il += 1
+        xform = bone.matrix_local
+        si["bone_bind_poses"].append((si["armature_xform"] * xform).inverted())
+
+        if (bone.parent is not None):
+            xform = bone.parent.matrix_local.inverted() * xform
+        else:
+            si["skeleton_nodes"].append(boneid)
+
+        self.writel(S_NODES, il, '<matrix sid="transform">' +
+                    strmtx(xform) + '</matrix>')
+        for c in bone.children:
+            self.export_armature_bone(c, il, si)
+        il -= 1
+        self.writel(S_NODES, il, '</node>')
+
+    def export_armature_node(self, node, il):
+        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, il):
+        if (node.data is None):
+            return
+
+        camera = node.data
+        camid = self.new_id("camera")
+        self.writel(S_CAMS, 1, '<camera id="' + camid +
+                    '" name="' + camera.name + '">')
+        self.writel(S_CAMS, 2, '<optics>')
+        self.writel(S_CAMS, 3, '<technique_common>')
+        if (camera.type == "PERSP"):
+            self.writel(S_CAMS, 4, '<perspective>')
+            self.writel(S_CAMS, 5, '<yfov> ' +
+                        # I think?
+                        str(math.degrees(camera.angle)) + ' </yfov>')
+            self.writel(S_CAMS, 5, '<aspect_ratio> ' +
+                        str(self.scene.render.resolution_x /
+                            self.scene.render.resolution_y) +
+                        ' </aspect_ratio>')
+            self.writel(S_CAMS, 5, '<znear> ' +
+                        str(camera.clip_start) + ' </znear>')
+            self.writel(S_CAMS, 5, '<zfar> ' +
+                        str(camera.clip_end) + ' </zfar>')
+            self.writel(S_CAMS, 4, '</perspective>')
+        else:
+            self.writel(S_CAMS, 4, '<orthographic>')
+            self.writel(S_CAMS, 5, '<xmag> ' +
+                        str(camera.ortho_scale * 0.5) + ' </xmag>')  # I think?
+            self.writel(S_CAMS, 5, '<aspect_ratio> ' + str(
+                self.scene.render.resolution_x /
+                self.scene.render.resolution_y) + ' </aspect_ratio>')
+            self.writel(S_CAMS, 5, '<znear> ' +
+                        str(camera.clip_start) + ' </znear>')
+            self.writel(S_CAMS, 5, '<zfar> ' +
+                        str(camera.clip_end) + ' </zfar>')
+            self.writel(S_CAMS, 4, '</orthographic>')
+
+        self.writel(S_CAMS, 3, '</technique_common>')
+        self.writel(S_CAMS, 2, '</optics>')
+        self.writel(S_CAMS, 1, '</camera>')
+
+        self.writel(S_NODES, il, '<instance_camera url="#' + camid + '"/>')
+
+    def export_lamp_node(self, node, il):
+        if (node.data is None):
+            return
+
+        light = node.data
+        lightid = self.new_id("light")
+        self.writel(S_LAMPS, 1, '<light id="' + lightid +
+                    '" name="' + light.name + '">')
+        # self.writel(S_LAMPS, 2, '<optics>')
+        self.writel(S_LAMPS, 3, '<technique_common>')
+
+        if (light.type == "POINT"):
+            self.writel(S_LAMPS, 4, '<point>')
+            self.writel(S_LAMPS, 5, '<color>' +
+                        strarr(light.color) + '</color>')
+            # convert to linear attenuation
+            att_by_distance = 2.0 / light.distance
+            self.writel(S_LAMPS, 5, '<linear_attenuation>' +
+                        str(att_by_distance) + '</linear_attenuation>')
+            if (light.use_sphere):
+                self.writel(S_LAMPS, 5, '<zfar>' +
+                            str(light.distance) + '</zfar>')
+
+            self.writel(S_LAMPS, 4, '</point>')
+        elif (light.type == "SPOT"):
+            self.writel(S_LAMPS, 4, '<spot>')
+            self.writel(S_LAMPS, 5, '<color>' +
+                        strarr(light.color) + '</color>')
+            # convert to linear attenuation
+            att_by_distance = 2.0 / light.distance
+            self.writel(S_LAMPS, 5, '<linear_attenuation>' +
+                        str(att_by_distance) + '</linear_attenuation>')
+            self.writel(S_LAMPS, 5, '<falloff_angle>' +
+                        str(math.degrees(light.spot_size / 2)) +
+                        '</falloff_angle>')
+            self.writel(S_LAMPS, 4, '</spot>')
+
+        else:  # write a sun lamp for everything else (not supported)
+            self.writel(S_LAMPS, 4, '<directional>')
+            self.writel(S_LAMPS, 5, '<color>' +
+                        strarr(light.color) + '</color>')
+            self.writel(S_LAMPS, 4, '</directional>')
+
+        self.writel(S_LAMPS, 3, '</technique_common>')
+        # self.writel(S_LAMPS, 2, '</optics>')
+        self.writel(S_LAMPS, 1, '</light>')
+
+        self.writel(S_NODES, il, '<instance_light url="#' + lightid + '"/>')
+
+    def export_empty_node(self, node, il):
+        self.writel(S_NODES, 4, '<extra>')
+        self.writel(S_NODES, 5, '<technique profile="GODOT">')
+        self.writel(S_NODES, 6, '<empty_draw_type>' +
+                    node.empty_draw_type + '</empty_draw_type>')
+        self.writel(S_NODES, 5, '</technique>')
+        self.writel(S_NODES, 4, '</extra>')
+
+    def export_curve(self, curve):
+        splineid = self.new_id("spline")
+
+        self.writel(S_GEOM, 1, '<geometry id="' +
+                    splineid + '" name="' + 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="' + splineid + '-positions">')
+        position_values = ""
+        for x in points:
+            position_values += " " + str(x)
+        self.writel(S_GEOM, 4, '<float_array id="' + splineid +
+                    '-positions-array" count="' +
+                    str(len(points)) + '">' + position_values +
+                    '</float_array>')
+        self.writel(S_GEOM, 4, '<technique_common>')
+        self.writel(S_GEOM, 4, '<accessor source="#' + splineid +
+                    '-positions-array" count="' + str(len(points) / 3) +
+                    '" stride="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="' + splineid + '-intangents">')
+        intangent_values = ""
+        for x in handles_in:
+            intangent_values += " " + str(x)
+        self.writel(S_GEOM, 4, '<float_array id="' + splineid +
+                    '-intangents-array" count="' +
+                    str(len(points)) + '">' + intangent_values +
+                    '</float_array>')
+        self.writel(S_GEOM, 4, '<technique_common>')
+        self.writel(S_GEOM, 4, '<accessor source="#' + splineid +
+                    '-intangents-array" count="' + str(len(points) / 3) +
+                    '" stride="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="' + splineid + '-outtangents">')
+        outtangent_values = ""
+        for x in handles_out:
+            outtangent_values += " " + str(x)
+        self.writel(S_GEOM, 4, '<float_array id="' + splineid +
+                    '-outtangents-array" count="' +
+                    str(len(points)) + '">' + outtangent_values +
+                    '</float_array>')
+        self.writel(S_GEOM, 4, '<technique_common>')
+        self.writel(S_GEOM, 4, '<accessor source="#' + splineid +
+                    '-outtangents-array" count="' + str(len(points) / 3) +
+                    '" stride="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="' + splineid + '-interpolations">')
+        interpolation_values = ""
+        for x in interps:
+            interpolation_values += " " + x
+        self.writel(S_GEOM, 4, '<Name_array id="' + splineid +
+                    '-interpolations-array" count="' +
+                    str(len(interps)) + '">' + interpolation_values +
+                    '</Name_array>')
+        self.writel(S_GEOM, 4, '<technique_common>')
+        self.writel(S_GEOM, 4, '<accessor source="#' + splineid +
+                    '-interpolations-array" count="' + str(len(interps)) +
+                    '" stride="1">')
+        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="' + splineid + '-tilts">')
+        tilt_values = ""
+        for x in tilts:
+            tilt_values += " " + str(x)
+        self.writel(S_GEOM, 4, '<float_array id="' + splineid +
+                    '-tilts-array" count="' +
+                    str(len(tilts)) + '">' + tilt_values + '</float_array>')
+        self.writel(S_GEOM, 4, '<technique_common>')
+        self.writel(S_GEOM, 4, '<accessor source="#' + splineid +
+                    '-tilts-array" count="' + str(len(tilts)) +
+                    '" stride="1">')
+        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="#' + splineid +
+            '-positions"/>')
+        self.writel(S_GEOM, 4, '<input semantic="IN_TANGENT" source="#' +
+                    splineid + '-intangents"/>')
+        self.writel(S_GEOM, 4, '<input semantic="OUT_TANGENT" source="#' +
+                    splineid + '-outtangents"/>')
+        self.writel(S_GEOM, 4, '<input semantic="INTERPOLATION" source="#' +
+                    splineid + '-interpolations"/>')
+        self.writel(S_GEOM, 4, '<input semantic="TILT" source="#' +
+                    splineid + '-tilts"/>')
+        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="#' + curveid + '">')
+        self.writel(S_NODES, il, '</instance_geometry>')
+
+    def export_node(self, node, il):
+        if (node not in self.valid_nodes):
+            return
+
+        prev_node = bpy.context.scene.objects.active
+        bpy.context.scene.objects.active = node
+
+        self.writel(S_NODES, il, '<node id="' + self.validate_id(node.name) +
+                    '" name="' + node.name + '" type="NODE">')
+        il += 1
+
+        self.writel(S_NODES, il, '<matrix sid="transform">' +
+                    strmtx(node.matrix_local) + '</matrix>')
+        # print("NODE TYPE: "+node.type+" NAME: "+node.name)
+        if (node.type == "MESH"):
+            self.export_mesh_node(node, il)
+        elif (node.type == "CURVE"):
+            self.export_curve_node(node, il)
+        elif (node.type == "ARMATURE"):
+            self.export_armature_node(node, il)
+        elif (node.type == "CAMERA"):
+            self.export_camera_node(node, il)
+        elif (node.type == "LAMP"):
+            self.export_lamp_node(node, il)
+        elif (node.type == "EMPTY"):
+            self.export_empty_node(node, il)
+
+        for x in node.children:
+            self.export_node(x, il)
+
+        il -= 1
+        self.writel(S_NODES, il, '</node>')
+        # make previous node active again
+        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
+            # print("NAME: "+node.name)
+            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):
+        self.writel(S_NODES, 0, '<library_visual_scenes>')
+        self.writel(S_NODES, 1, '<visual_scene id="' +
+                    self.scene_name + '" name="scene">')
+
+        # validate nodes
+        for obj in self.scene.objects:
+            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)
+                    n = n.parent
+
+        for obj in self.scene.objects:
+            if (obj in self.valid_nodes and obj.parent is None):
+                self.export_node(obj, 2)
+
+        self.writel(S_NODES, 1, '</visual_scene>')
+        self.writel(S_NODES, 0, '</library_visual_scenes>')
+
+    def export_asset(self):
+        self.writel(S_ASSET, 0, '<asset>')
+        # Why is this time stuff mandatory?, no one could care less...
+        self.writel(S_ASSET, 1, '<contributor>')
+        # Who made Collada, the FBI ?
+        self.writel(S_ASSET, 2, '<author> Anonymous </author>')
+        # Who made Collada, the FBI ?
+        self.writel(
+            S_ASSET, 2, '<authoring_tool> Collada Exporter for Blender 2.6+, '
+            'by Juan Linietsky ([email protected]) </authoring_tool>')
+        self.writel(S_ASSET, 1, '</contributor>')
+        self.writel(S_ASSET, 1, '<created>' +
+                    time.strftime("%Y-%m-%dT%H:%M:%SZ     ") + '</created>')
+        self.writel(S_ASSET, 1, '<modified>' +
+                    time.strftime("%Y-%m-%dT%H:%M:%SZ") + '</modified>')
+        self.writel(S_ASSET, 1, '<unit meter="1.0" name="meter"/>')
+        self.writel(S_ASSET, 1, '<up_axis>Z_UP</up_axis>')
+        self.writel(S_ASSET, 0, '</asset>')
+
+    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="' + anim_id + '">')
+        source_frames = ""
+        source_transforms = ""
+        source_interps = ""
+
+        for k in keys:
+            source_frames += " " + str(k[0])
+            if (matrices):
+                source_transforms += " " + strmtx(k[1])
+            else:
+                source_transforms += " " + str(k[1])
+
+            source_interps += " LINEAR"
+
+        # Time Source
+        self.writel(S_ANIM, 2, '<source id="' + anim_id + '-input">')
+        self.writel(S_ANIM, 3, '<float_array id="' + anim_id +
+                    '-input-array" count="' +
+                    str(frame_total) + '">' + source_frames + '</float_array>')
+        self.writel(S_ANIM, 3, '<technique_common>')
+        self.writel(S_ANIM, 4, '<accessor source="#' + anim_id +
+                    '-input-array" count="' + str(frame_total) +
+                    '" stride="1">')
+        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="' +
+                        anim_id + '-transform-output">')
+            self.writel(S_ANIM, 3, '<float_array id="' + anim_id +
+                        '-transform-output-array" count="' +
+                        str(frame_total * 16) + '">' + source_transforms +
+                        '</float_array>')
+            self.writel(S_ANIM, 3, '<technique_common>')
+            self.writel(S_ANIM, 4, '<accessor source="#' + anim_id +
+                        '-transform-output-array" count="' + str(frame_total) +
+                        '" stride="16">')
+            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="' +
+                        anim_id + '-transform-output">')
+            self.writel(S_ANIM, 3, '<float_array id="' + anim_id +
+                        '-transform-output-array" count="' +
+                        str(frame_total) + '">' + source_transforms +
+                        '</float_array>')
+            self.writel(S_ANIM, 3, '<technique_common>')
+            self.writel(S_ANIM, 4, '<accessor source="#' + anim_id +
+                        '-transform-output-array" count="' + str(frame_total) +
+                        '" stride="1">')
+            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="' +
+                    anim_id + '-interpolation-output">')
+        self.writel(S_ANIM, 3, '<Name_array id="' + anim_id +
+                    '-interpolation-output-array" count="' +
+                    str(frame_total) + '">' + source_interps + '</Name_array>')
+        self.writel(S_ANIM, 3, '<technique_common>')
+        self.writel(S_ANIM, 4, '<accessor source="#' + anim_id +
+                    '-interpolation-output-array" count="' + str(frame_total) +
+                    '" stride="1">')
+        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="' + anim_id + '-sampler">')
+        self.writel(S_ANIM, 3, '<input semantic="INPUT" source="#' +
+                    anim_id + '-input"/>')
+        self.writel(S_ANIM, 3, '<input semantic="OUTPUT" source="#' +
+                    anim_id + '-transform-output"/>')
+        self.writel(S_ANIM, 3, '<input semantic="INTERPOLATION" source="#' +
+                    anim_id + '-interpolation-output"/>')
+        self.writel(S_ANIM, 2, '</sampler>')
+        if (matrices):
+            self.writel(S_ANIM, 2, '<channel source="#' + anim_id +
+                        '-sampler" target="' + target + '/transform"/>')
+        else:
+            self.writel(S_ANIM, 2, '<channel source="#' +
+                        anim_id + '-sampler" target="' + target + '"/>')
+        self.writel(S_ANIM, 1, '</animation>')
+
+        return [anim_id]
+
+    def export_animation(self, start, end, allowed=None):
+        # 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_total = end - start + 1
+        frame_sub = 0
+        if (start > 0):
+            frame_sub = start * frame_len
+
+        tcn = []
+        xform_cache = {}
+        blend_cache = {}
+        # Change frames first, export objects last
+        # This improves performance enormously
+
+        # print("anim from: " + str(start) + " to " + str(end) + " allowed: " +
+        #     str(allowed))
+        for t in range(start, end + 1):
+            self.scene.frame_set(t)
+            key = t * frame_len - frame_sub
+#            print("Export Anim Frame "+str(t)+"/"+str(self.scene.frame_end+1))
+
+            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)):
+                        # all good you pass with flying colors for morphs
+                        # inside of action
+                        pass
+                    else:
+                        # print("fail "+str((node in self.armature_for_morph)))
+                        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 = target + "-morph-weights(" + str(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() * mtx
+
+                    xform_cache[name].append((key, mtx))
+
+                if (node.type == "ARMATURE"):
+                    # All bones exported for now
+
+                    for bone in node.data.bones:
+
+                        bone_name = self.skeleton_info[node]["bone_ids"][bone]
+
+                        if (not (bone_name in xform_cache)):
+                            # print("has bone: " + bone_name)
+                            xform_cache[bone_name] = []
+
+                        posebone = node.pose.bones[bone.name]
+                        parent_posebone = None
+
+                        mtx = posebone.matrix.copy()
+                        if (bone.parent):
+                            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() * 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 = str(p.data_path)
+                    base = "pose.bones[\""
+                    if (dp.find(base) == 0):
+                        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()
+
+                # print("allowed skeletons "+str(allowed_skeletons))
+
+                # print(str(x))
+
+                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
+                # print("Export anim: "+x.name)
+                self.writel(
+                    S_ANIM_CLIPS, 1, '<animation_clip name="' + x.name +
+                    '" start="' + str(start) + '" end="' + str(end) + '">')
+                for z in tcn:
+                    self.writel(S_ANIM_CLIPS, 2,
+                                '<instance_animation url="#' + z + '"/>')
+                self.writel(S_ANIM_CLIPS, 1, '</animation_clip>')
+                if (len(tcn) == 0):
+                    self.operator.report(
+                        {'WARNING'}, 'Animation clip "' + x.name +
+                        '" contains no tracks.')
+
+            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.writel(S_GEOM, 0, '<library_geometries>')
+        self.writel(S_CONT, 0, '<library_controllers>')
+        self.writel(S_CAMS, 0, '<library_cameras>')
+        self.writel(S_LAMPS, 0, '<library_lights>')
+        self.writel(S_IMGS, 0, '<library_images>')
+        self.writel(S_MATS, 0, '<library_materials>')
+        self.writel(S_FX, 0, '<library_effects>')
+
+        self.skeletons = []
+        self.action_constraints = []
+        self.export_asset()
+        self.export_scene()
+
+        self.writel(S_GEOM, 0, '</library_geometries>')
+
+        # morphs always go before skin controllers
+        if S_MORPH in self.sections:
+            for l in self.sections[S_MORPH]:
+                self.writel(S_CONT, 0, l)
+            del self.sections[S_MORPH]
+
+        # morphs always go before skin controllers
+        if S_SKIN in self.sections:
+            for l in self.sections[S_SKIN]:
+                self.writel(S_CONT, 0, l)
+            del self.sections[S_SKIN]
+
+        self.writel(S_CONT, 0, '</library_controllers>')
+        self.writel(S_CAMS, 0, '</library_cameras>')
+        self.writel(S_LAMPS, 0, '</library_lights>')
+        self.writel(S_IMGS, 0, '</library_images>')
+        self.writel(S_MATS, 0, '</library_materials>')
+        self.writel(S_FX, 0, '</library_effects>')
+
+        if (self.config["use_anim"]):
+            self.export_animations()
+
+        try:
+            f = open(self.path, "wb")
+        except:
+            return False
+
+        f.write(bytes('<?xml version="1.0" encoding="utf-8"?>\n', "UTF-8"))
+        f.write(bytes(
+            '<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" '
+            'version="1.4.1">\n', "UTF-8"))
+
+        s = []
+        for x in self.sections.keys():
+            s.append(x)
+        s.sort()
+        for x in s:
+            for l in self.sections[x]:
+                f.write(bytes(l + "\n", "UTF-8"))
+
+        f.write(bytes('<scene>\n', "UTF-8"))
+        f.write(bytes('\t<instance_visual_scene url="#' +
+                      self.scene_name + '" />\n', "UTF-8"))
+        f.write(bytes('</scene>\n', "UTF-8"))
+        f.write(bytes('</COLLADA>\n', "UTF-8"))
+        return True
+
+    def __init__(self, path, kwargs, operator):
+        self.operator = operator
+        self.scene = bpy.context.scene
+        self.last_id = 0
+        self.scene_name = self.new_id("scene")
+        self.sections = {}
+        self.path = path
+        self.mesh_cache = {}
+        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
+
+
+def save(operator, context, filepath="", use_selection=False, **kwargs):
+    exp = DaeExporter(filepath, kwargs, operator)
+    exp.export()
+
+    return {'FINISHED'}  # so the script wont run after we have batch exported.