# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

__author__ = "Campbell Barton"
__url__ = ['www.blender.org', 'blenderartists.org']
__version__ = "1.2"

__bpydoc__ = """\
This script is an exporter to the FBX file format.

http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx
"""
# --------------------------------------------------------------------------
# FBX Export v0.1 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------

import os
import time
import math # math.pi
import shutil # for file copying

import bpy
from mathutils import Vector, Euler, Matrix, RotationMatrix

def copy_file(source, dest):
    # XXX - remove, can use shutil
    file = open(source, 'rb')
    data = file.read()
    file.close()

    file = open(dest, 'wb')
    file.write(data)
    file.close()


# XXX not used anymore, images are copied one at a time
def copy_images(dest_dir, textures):
    if not dest_dir.endswith(os.sep):
        dest_dir += os.sep

    image_paths = set()
    for tex in textures:
        image_paths.add(Blender.sys.expandpath(tex.filename))

    # Now copy images
    copyCount = 0
    for image_path in image_paths:
        if Blender.sys.exists(image_path):
            # Make a name for the target path.
            dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
            if not Blender.sys.exists(dest_image_path): # Image isnt alredy there
                print('\tCopying "%s" > "%s"' % (image_path, dest_image_path))
                try:
                    copy_file(image_path, dest_image_path)
                    copyCount+=1
                except:
                    print('\t\tWarning, file failed to copy, skipping.')

    print('\tCopied %d images' % copyCount)

# I guess FBX uses degrees instead of radians (Arystan).
# Call this function just before writing to FBX.
def eulerRadToDeg(eul):
    ret = Euler()

    ret.x = 180 / math.pi * eul[0]
    ret.y = 180 / math.pi * eul[1]
    ret.z = 180 / math.pi * eul[2]

    return ret

mtx4_identity = Matrix()

# testing
mtx_x90		= RotationMatrix( math.pi/2, 3, 'X') # used
#mtx_x90n	= RotationMatrix(-90, 3, 'x')
#mtx_y90	= RotationMatrix( 90, 3, 'y')
#mtx_y90n	= RotationMatrix(-90, 3, 'y')
#mtx_z90	= RotationMatrix( 90, 3, 'z')
#mtx_z90n	= RotationMatrix(-90, 3, 'z')

#mtx4_x90	= RotationMatrix( 90, 4, 'x')
mtx4_x90n	= RotationMatrix(-math.pi/2, 4, 'X') # used
#mtx4_y90	= RotationMatrix( 90, 4, 'y')
mtx4_y90n	= RotationMatrix(-math.pi/2, 4, 'Y') # used
mtx4_z90	= RotationMatrix( math.pi/2, 4, 'Z') # used
mtx4_z90n	= RotationMatrix(-math.pi/2, 4, 'Z') # used

# def strip_path(p):
# 	return p.split('\\')[-1].split('/')[-1]

# Used to add the scene name into the filename without using odd chars
sane_name_mapping_ob = {}
sane_name_mapping_mat = {}
sane_name_mapping_tex = {}
sane_name_mapping_take = {}
sane_name_mapping_group = {}

# Make sure reserved names are not used
sane_name_mapping_ob['Scene'] = 'Scene_'
sane_name_mapping_ob['blend_root'] = 'blend_root_'

def increment_string(t):
    name = t
    num = ''
    while name and name[-1].isdigit():
        num = name[-1] + num
        name = name[:-1]
    if num:	return '%s%d' % (name, int(num)+1)
    else:	return name + '_0'



# todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up.
def sane_name(data, dct):
    #if not data: return None

    if type(data)==tuple: # materials are paired up with images
        data, other = data
        use_other = True
    else:
        other = None
        use_other = False

    if data:	name = data.name
    else:		name = None
    orig_name = name

    if other:
        orig_name_other = other.name
        name = '%s #%s' % (name, orig_name_other)
    else:
        orig_name_other = None

    # dont cache, only ever call once for each data type now,
    # so as to avoid namespace collision between types - like with objects <-> bones
    #try:		return dct[name]
    #except:		pass

    if not name:
        name = 'unnamed' # blank string, ASKING FOR TROUBLE!
    else:

        name = bpy.utils.clean_name(name) # use our own

    while name in iter(dct.values()):	name = increment_string(name)

    if use_other: # even if other is None - orig_name_other will be a string or None
        dct[orig_name, orig_name_other] = name
    else:
        dct[orig_name] = name

    return name

def sane_obname(data):		return sane_name(data, sane_name_mapping_ob)
def sane_matname(data):		return sane_name(data, sane_name_mapping_mat)
def sane_texname(data):		return sane_name(data, sane_name_mapping_tex)
def sane_takename(data):	return sane_name(data, sane_name_mapping_take)
def sane_groupname(data):	return sane_name(data, sane_name_mapping_group)

# def derived_paths(fname_orig, basepath, FORCE_CWD=False):
# 	'''
# 	fname_orig - blender path, can be relative
# 	basepath - fname_rel will be relative to this
# 	FORCE_CWD - dont use the basepath, just add a ./ to the filename.
# 		use when we know the file will be in the basepath.
# 	'''
# 	fname = bpy.utils.expandpath(fname_orig)
# # 	fname = Blender.sys.expandpath(fname_orig)
# 	fname_strip = os.path.basename(fname)
# # 	fname_strip = strip_path(fname)
# 	if FORCE_CWD:
# 		fname_rel = '.' + os.sep + fname_strip
# 	else:
# 		fname_rel = bpy.utils.relpath(fname, basepath)
# # 		fname_rel = Blender.sys.relpath(fname, basepath)
# 	if fname_rel.startswith('//'): fname_rel = '.' + os.sep + fname_rel[2:]
# 	return fname, fname_strip, fname_rel


def mat4x4str(mat):
    return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([ f for v in mat for f in v ])

# XXX not used
# duplicated in OBJ exporter
def getVertsFromGroup(me, group_index):
    ret = []

    for i, v in enumerate(me.verts):
        for g in v.groups:
            if g.group == group_index:
                ret.append((i, g.weight))

        return ret

# ob must be OB_MESH
def BPyMesh_meshWeight2List(ob):
    ''' Takes a mesh and return its group names and a list of lists, one list per vertex.
    aligning the each vert list with the group names, each list contains float value for the weight.
    These 2 lists can be modified and then used with list2MeshWeight to apply the changes.
    '''

    me = ob.data

    # Clear the vert group.
    groupNames= [g.name for g in ob.vertex_groups]
    len_groupNames= len(groupNames)

    if not len_groupNames:
        # no verts? return a vert aligned empty list
        return [[] for i in range(len(me.verts))], []
    else:
        vWeightList= [[0.0]*len_groupNames for i in range(len(me.verts))]

    for i, v in enumerate(me.verts):
        for g in v.groups:
            vWeightList[i][g.group] = g.weight

    return groupNames, vWeightList

def meshNormalizedWeights(me):
    try: # account for old bad BPyMesh
        groupNames, vWeightList = BPyMesh_meshWeight2List(me)
# 		groupNames, vWeightList = BPyMesh.meshWeight2List(me)
    except:
        return [],[]

    if not groupNames:
        return [],[]

    for i, vWeights in enumerate(vWeightList):
        tot = 0.0
        for w in vWeights:
            tot+=w

        if tot:
            for j, w in enumerate(vWeights):
                vWeights[j] = w/tot

    return groupNames, vWeightList

header_comment = \
'''; FBX 6.1.0 project file
; Created by Blender FBX Exporter
; for support mail: ideasman42@gmail.com
; ----------------------------------------------------

'''

# This func can be called with just the filename
def write(filename, batch_objects = None, \
        context = None,
        EXP_OBS_SELECTED =			True,
        EXP_MESH =					True,
        EXP_MESH_APPLY_MOD =		True,
# 		EXP_MESH_HQ_NORMALS =		False,
        EXP_ARMATURE =				True,
        EXP_LAMP =					True,
        EXP_CAMERA =				True,
        EXP_EMPTY =					True,
        EXP_IMAGE_COPY =			False,
        GLOBAL_MATRIX =				Matrix(),
        ANIM_ENABLE =				True,
        ANIM_OPTIMIZE =				True,
        ANIM_OPTIMIZE_PRECISSION =	6,
        ANIM_ACTION_ALL =			False,
        BATCH_ENABLE =				False,
        BATCH_GROUP =				True,
        BATCH_FILE_PREFIX =			'',
        BATCH_OWN_DIR =				False
    ):

    bpy.ops.object.mode_set(mode='OBJECT')

    # ----------------- Batch support!
    if BATCH_ENABLE:
        if os == None:	BATCH_OWN_DIR = False

        fbxpath = filename

        # get the path component of filename
        tmp_exists = bpy.utils.exists(fbxpath)
# 		tmp_exists = Blender.sys.exists(fbxpath)

        if tmp_exists != 2: # a file, we want a path
            fbxpath = os.path.dirname(fbxpath)
# 			while fbxpath and fbxpath[-1] not in ('/', '\\'):
# 				fbxpath = fbxpath[:-1]
            if not fbxpath:
# 			if not filename:
                # XXX
                print('Error%t|Directory does not exist!')
# 				Draw.PupMenu('Error%t|Directory does not exist!')
                return

            tmp_exists = bpy.utils.exists(fbxpath)
# 			tmp_exists = Blender.sys.exists(fbxpath)

        if tmp_exists != 2:
            # XXX
            print('Error%t|Directory does not exist!')
# 			Draw.PupMenu('Error%t|Directory does not exist!')
            return

        if not fbxpath.endswith(os.sep):
            fbxpath += os.sep
        del tmp_exists


        if BATCH_GROUP:
            data_seq = bpy.data.groups
        else:
            data_seq = bpy.data.scenes

        # call this function within a loop with BATCH_ENABLE == False
        orig_sce = context.scene
# 		orig_sce = bpy.data.scenes.active

        new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
        for data in data_seq: # scene or group
            newname = BATCH_FILE_PREFIX + bpy.utils.clean_name(data.name)
# 			newname = BATCH_FILE_PREFIX + BPySys.bpy.utils.clean_name(data.name)


            if BATCH_OWN_DIR:
                new_fbxpath = fbxpath + newname + os.sep
                # path may alredy exist
                # TODO - might exist but be a file. unlikely but should probably account for it.

                if bpy.utils.exists(new_fbxpath) == 0:
# 				if Blender.sys.exists(new_fbxpath) == 0:
                    os.mkdir(new_fbxpath)


            filename = new_fbxpath + newname + '.fbx'

            print('\nBatch exporting %s as...\n\t"%s"' % (data, filename))

            # XXX don't know what to do with this, probably do the same? (Arystan)
            if BATCH_GROUP: #group
                # group, so objects update properly, add a dummy scene.
                scene = bpy.data.scenes.new()
                scene.Layers = (1<<20) -1
                bpy.data.scenes.active = scene
                for ob_base in data.objects:
                    scene.objects.link(ob_base)

                scene.update(1)

                # TODO - BUMMER! Armatures not in the group wont animate the mesh

            else:# scene


                data_seq.active = data


            # Call self with modified args
            # Dont pass batch options since we alredy usedt them
            write(filename, data.objects,
                context,
                False,
                EXP_MESH,
                EXP_MESH_APPLY_MOD,
# 				EXP_MESH_HQ_NORMALS,
                EXP_ARMATURE,
                EXP_LAMP,
                EXP_CAMERA,
                EXP_EMPTY,
                EXP_IMAGE_COPY,
                GLOBAL_MATRIX,
                ANIM_ENABLE,
                ANIM_OPTIMIZE,
                ANIM_OPTIMIZE_PRECISSION,
                ANIM_ACTION_ALL
            )

            if BATCH_GROUP:
                # remove temp group scene
                bpy.data.remove_scene(scene)
# 				bpy.data.scenes.unlink(scene)

        bpy.data.scenes.active = orig_sce

        return # so the script wont run after we have batch exported.

    # end batch support

    # Use this for working out paths relative to the export location
    basepath = os.path.dirname(filename) or '.'
    basepath += os.sep
# 	basepath = Blender.sys.dirname(filename)

    # ----------------------------------------------
    # storage classes
    class my_bone_class:
        __slots__ =(\
          'blenName',\
          'blenBone',\
          'blenMeshes',\
          'restMatrix',\
          'parent',\
          'blenName',\
          'fbxName',\
          'fbxArm',\
          '__pose_bone',\
          '__anim_poselist')

        def __init__(self, blenBone, fbxArm):

            # This is so 2 armatures dont have naming conflicts since FBX bones use object namespace
            self.fbxName = sane_obname(blenBone)

            self.blenName =			blenBone.name
            self.blenBone =			blenBone
            self.blenMeshes =		{}					# fbxMeshObName : mesh
            self.fbxArm =			fbxArm
            self.restMatrix =		blenBone.matrix_local
# 			self.restMatrix =		blenBone.matrix['ARMATURESPACE']

            # not used yet
            # self.restMatrixInv =	self.restMatrix.copy().invert()
            # self.restMatrixLocal =	None # set later, need parent matrix

            self.parent =			None

            # not public
            pose = fbxArm.blenObject.pose
# 			pose = fbxArm.blenObject.getPose()
            self.__pose_bone =		pose.bones[self.blenName]

            # store a list if matricies here, (poseMatrix, head, tail)
            # {frame:posematrix, frame:posematrix, ...}
            self.__anim_poselist = {}

        '''
        def calcRestMatrixLocal(self):
            if self.parent:
                self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.copy().invert()
            else:
                self.restMatrixLocal = self.restMatrix.copy()
        '''
        def setPoseFrame(self, f):
            # cache pose info here, frame must be set beforehand

            # Didnt end up needing head or tail, if we do - here it is.
            '''
            self.__anim_poselist[f] = (\
                self.__pose_bone.poseMatrix.copy(),\
                self.__pose_bone.head.copy(),\
                self.__pose_bone.tail.copy() )
            '''

            self.__anim_poselist[f] = self.__pose_bone.matrix.copy()
# 			self.__anim_poselist[f] = self.__pose_bone.poseMatrix.copy()

        # get pose from frame.
        def getPoseMatrix(self, f):# ----------------------------------------------
            return self.__anim_poselist[f]
        '''
        def getPoseHead(self, f):
            #return self.__pose_bone.head.copy()
            return self.__anim_poselist[f][1].copy()
        def getPoseTail(self, f):
            #return self.__pose_bone.tail.copy()
            return self.__anim_poselist[f][2].copy()
        '''
        # end

        def getAnimParRelMatrix(self, frame):
            #arm_mat = self.fbxArm.matrixWorld
            #arm_mat = self.fbxArm.parRelMatrix()
            if not self.parent:
                #return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore
                return self.getPoseMatrix(frame) * mtx4_z90
            else:
                #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat)))  *  (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
                return (self.parent.getPoseMatrix(frame) * mtx4_z90).invert() * ((self.getPoseMatrix(frame)) * mtx4_z90)

        # we need thes because cameras and lights modified rotations
        def getAnimParRelMatrixRot(self, frame):
            return self.getAnimParRelMatrix(frame)

        def flushAnimData(self):
            self.__anim_poselist.clear()


    class my_object_generic:
        # Other settings can be applied for each type - mesh, armature etc.
        def __init__(self, ob, matrixWorld = None):
            self.fbxName = sane_obname(ob)
            self.blenObject = ob
            self.fbxGroupNames = []
            self.fbxParent = None # set later on IF the parent is in the selection.
            if matrixWorld:		self.matrixWorld = GLOBAL_MATRIX * matrixWorld
            else:				self.matrixWorld = GLOBAL_MATRIX * ob.matrix
# 			else:				self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
            self.__anim_poselist = {} # we should only access this

        def parRelMatrix(self):
            if self.fbxParent:
                return self.fbxParent.matrixWorld.copy().invert() * self.matrixWorld
            else:
                return self.matrixWorld

        def setPoseFrame(self, f):
            self.__anim_poselist[f] =  self.blenObject.matrix.copy()
# 			self.__anim_poselist[f] =  self.blenObject.matrixWorld.copy()

        def getAnimParRelMatrix(self, frame):
            if self.fbxParent:
                #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX
                return (GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])
            else:
                return GLOBAL_MATRIX * self.__anim_poselist[frame]

        def getAnimParRelMatrixRot(self, frame):
            type = self.blenObject.type
            if self.fbxParent:
                matrix_rot = ((GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])).rotation_part()
            else:
                matrix_rot = (GLOBAL_MATRIX * self.__anim_poselist[frame]).rotation_part()

            # Lamps need to be rotated
            if type =='LAMP':
                matrix_rot = matrix_rot * mtx_x90
            elif type =='CAMERA':
# 			elif ob and type =='Camera':
                y = matrix_rot * Vector((0.0, 1.0, 0.0))
                matrix_rot = RotationMatrix(math.pi/2, 3, y) * matrix_rot

            return matrix_rot

    # ----------------------------------------------





    print('\nFBX export starting...', filename)
    start_time = time.clock()
# 	start_time = Blender.sys.time()
    try:
        file = open(filename, 'w')
    except:
        return False

    scene = context.scene
# 	scene = bpy.data.scenes.active
    world = scene.world


    # ---------------------------- Write the header first
    file.write(header_comment)
    if time:
        curtime = time.localtime()[0:6]
    else:
        curtime = (0,0,0,0,0,0)
    #
    file.write(\
'''FBXHeaderExtension:  {
    FBXHeaderVersion: 1003
    FBXVersion: 6100
    CreationTimeStamp:  {
        Version: 1000
        Year: %.4i
        Month: %.2i
        Day: %.2i
        Hour: %.2i
        Minute: %.2i
        Second: %.2i
        Millisecond: 0
    }
    Creator: "FBX SDK/FBX Plugins build 20070228"
    OtherFlags:  {
        FlagPLE: 0
    }
}''' % (curtime))

    file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
    file.write('\nCreator: "Blender version %s"' % bpy.app.version_string)


    pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way

    # --------------- funcs for exporting
    def object_tx(ob, loc, matrix, matrix_mod = None):
        '''
        Matrix mod is so armature objects can modify their bone matricies
        '''
        if isinstance(ob, bpy.types.Bone):
# 		if isinstance(ob, Blender.Types.BoneType):

            # we know we have a matrix
            # matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
            matrix = ob.matrix_local * mtx4_z90 # dont apply armature matrix anymore
# 			matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore

            parent = ob.parent
            if parent:
                #par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
                par_matrix = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore
# 				par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
                matrix = par_matrix.copy().invert() * matrix

            matrix_rot =	matrix.rotation_part()

            loc =			tuple(matrix.translation_part())
            scale =			tuple(matrix.scale_part())
            rot =			tuple(matrix_rot.to_euler())

        else:
            # This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
            #if ob and not matrix: matrix = ob.matrixWorld * GLOBAL_MATRIX
            if ob and not matrix: raise Exception("error: this should never happen!")

            matrix_rot = matrix
            #if matrix:
            #	matrix = matrix_scale * matrix

            if matrix:
                loc = tuple(matrix.translation_part())
                scale = tuple(matrix.scale_part())

                matrix_rot = matrix.rotation_part()
                # Lamps need to be rotated
                if ob and ob.type =='Lamp':
                    matrix_rot = matrix_rot * mtx_x90
                    rot = tuple(matrix_rot.to_euler())
                elif ob and ob.type =='Camera':
                    y = matrix_rot * Vector((0.0, 1.0, 0.0))
                    matrix_rot = RotationMatrix(math.pi/2, 3, y) * matrix_rot
                    rot = tuple(matrix_rot.to_euler())
                else:
                    rot = tuple(matrix_rot.to_euler())
            else:
                if not loc:
                    loc = 0,0,0
                scale = 1,1,1
                rot = 0,0,0

        return loc, rot, scale, matrix, matrix_rot

    def write_object_tx(ob, loc, matrix, matrix_mod= None):
        '''
        We have loc to set the location if non blender objects that have a location

        matrix_mod is only used for bones at the moment
        '''
        loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)

        file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
        file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple(eulerRadToDeg(rot)))
# 		file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot)
        file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale)
        return loc, rot, scale, matrix, matrix_rot

    def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None):
        # if the type is 0 its an empty otherwise its a mesh
        # only difference at the moment is one has a color
        file.write('''
        Properties60:  {
            Property: "QuaternionInterpolate", "bool", "",0
            Property: "Visibility", "Visibility", "A+",1''')

        loc, rot, scale, matrix, matrix_rot = write_object_tx(ob, loc, matrix, matrix_mod)

        # Rotation order, note, for FBX files Iv loaded normal order is 1
        # setting to zero.
        # eEULER_XYZ = 0
        # eEULER_XZY
        # eEULER_YZX
        # eEULER_YXZ
        # eEULER_ZXY
        # eEULER_ZYX

        file.write('''
            Property: "RotationOffset", "Vector3D", "",0,0,0
            Property: "RotationPivot", "Vector3D", "",0,0,0
            Property: "ScalingOffset", "Vector3D", "",0,0,0
            Property: "ScalingPivot", "Vector3D", "",0,0,0
            Property: "TranslationActive", "bool", "",0
            Property: "TranslationMin", "Vector3D", "",0,0,0
            Property: "TranslationMax", "Vector3D", "",0,0,0
            Property: "TranslationMinX", "bool", "",0
            Property: "TranslationMinY", "bool", "",0
            Property: "TranslationMinZ", "bool", "",0
            Property: "TranslationMaxX", "bool", "",0
            Property: "TranslationMaxY", "bool", "",0
            Property: "TranslationMaxZ", "bool", "",0
            Property: "RotationOrder", "enum", "",0
            Property: "RotationSpaceForLimitOnly", "bool", "",0
            Property: "AxisLen", "double", "",10
            Property: "PreRotation", "Vector3D", "",0,0,0
            Property: "PostRotation", "Vector3D", "",0,0,0
            Property: "RotationActive", "bool", "",0
            Property: "RotationMin", "Vector3D", "",0,0,0
            Property: "RotationMax", "Vector3D", "",0,0,0
            Property: "RotationMinX", "bool", "",0
            Property: "RotationMinY", "bool", "",0
            Property: "RotationMinZ", "bool", "",0
            Property: "RotationMaxX", "bool", "",0
            Property: "RotationMaxY", "bool", "",0
            Property: "RotationMaxZ", "bool", "",0
            Property: "RotationStiffnessX", "double", "",0
            Property: "RotationStiffnessY", "double", "",0
            Property: "RotationStiffnessZ", "double", "",0
            Property: "MinDampRangeX", "double", "",0
            Property: "MinDampRangeY", "double", "",0
            Property: "MinDampRangeZ", "double", "",0
            Property: "MaxDampRangeX", "double", "",0
            Property: "MaxDampRangeY", "double", "",0
            Property: "MaxDampRangeZ", "double", "",0
            Property: "MinDampStrengthX", "double", "",0
            Property: "MinDampStrengthY", "double", "",0
            Property: "MinDampStrengthZ", "double", "",0
            Property: "MaxDampStrengthX", "double", "",0
            Property: "MaxDampStrengthY", "double", "",0
            Property: "MaxDampStrengthZ", "double", "",0
            Property: "PreferedAngleX", "double", "",0
            Property: "PreferedAngleY", "double", "",0
            Property: "PreferedAngleZ", "double", "",0
            Property: "InheritType", "enum", "",0
            Property: "ScalingActive", "bool", "",0
            Property: "ScalingMin", "Vector3D", "",1,1,1
            Property: "ScalingMax", "Vector3D", "",1,1,1
            Property: "ScalingMinX", "bool", "",0
            Property: "ScalingMinY", "bool", "",0
            Property: "ScalingMinZ", "bool", "",0
            Property: "ScalingMaxX", "bool", "",0
            Property: "ScalingMaxY", "bool", "",0
            Property: "ScalingMaxZ", "bool", "",0
            Property: "GeometricTranslation", "Vector3D", "",0,0,0
            Property: "GeometricRotation", "Vector3D", "",0,0,0
            Property: "GeometricScaling", "Vector3D", "",1,1,1
            Property: "LookAtProperty", "object", ""
            Property: "UpVectorProperty", "object", ""
            Property: "Show", "bool", "",1
            Property: "NegativePercentShapeSupport", "bool", "",1
            Property: "DefaultAttributeIndex", "int", "",0''')
        if ob and not isinstance(ob, bpy.types.Bone):
# 		if ob and type(ob) != Blender.Types.BoneType:
            # Only mesh objects have color
            file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
            file.write('\n\t\t\tProperty: "Size", "double", "",100')
            file.write('\n\t\t\tProperty: "Look", "enum", "",1')

        return loc, rot, scale, matrix, matrix_rot


    # -------------------------------------------- Armatures
    #def write_bone(bone, name, matrix_mod):
    def write_bone(my_bone):
        file.write('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName)
        file.write('\n\t\tVersion: 232')

        #poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3]
        poseMatrix = write_object_props(my_bone.blenBone)[3] # dont apply bone matricies anymore
        pose_items.append( (my_bone.fbxName, poseMatrix) )


        # file.write('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
        file.write('\n\t\t\tProperty: "Size", "double", "",1')

        #((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.parRelMatrix())).length)

        """
        file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
            ((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
        """

        file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %
                   (my_bone.blenBone.head_local - my_bone.blenBone.tail_local).length)
# 			(my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length)

        #file.write('\n\t\t\tProperty: "LimbLength", "double", "",1')
        file.write('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8')
        file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
        file.write('\n\t\t}')
        file.write('\n\t\tMultiLayer: 0')
        file.write('\n\t\tMultiTake: 1')
        file.write('\n\t\tShading: Y')
        file.write('\n\t\tCulling: "CullingOff"')
        file.write('\n\t\tTypeFlags: "Skeleton"')
        file.write('\n\t}')

    def write_camera_switch():
        file.write('''
    Model: "Model::Camera Switcher", "CameraSwitcher" {
        Version: 232''')

        write_object_props()
        file.write('''
            Property: "Color", "Color", "A",0.8,0.8,0.8
            Property: "Camera Index", "Integer", "A+",100
        }
        MultiLayer: 0
        MultiTake: 1
        Hidden: "True"
        Shading: W
        Culling: "CullingOff"
        Version: 101
        Name: "Model::Camera Switcher"
        CameraId: 0
        CameraName: 100
        CameraIndexName:
    }''')

    def write_camera_dummy(name, loc, near, far, proj_type, up):
        file.write('\n\tModel: "Model::%s", "Camera" {' % name )
        file.write('\n\t\tVersion: 232')
        write_object_props(None, loc)

        file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
        file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
        file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40')
        file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1')
        file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1')
        file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",0')
        file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0')
        file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63')
        file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0')
        file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1')
        file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1')
        file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0')
        file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1')
        file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0')
        file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2')
        file.write('\n\t\t\tProperty: "GateFit", "enum", "",0')
        file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486')
        file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0')
        file.write('\n\t\t\tProperty: "AspectW", "double", "",320')
        file.write('\n\t\t\tProperty: "AspectH", "double", "",200')
        file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1')
        file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0')
        file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3')
        file.write('\n\t\t\tProperty: "ShowName", "bool", "",1')
        file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1')
        file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0')
        file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1')
        file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0')
        file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near)
        file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far)
        file.write('\n\t\t\tProperty: "FilmWidth", "double", "",0.816')
        file.write('\n\t\t\tProperty: "FilmHeight", "double", "",0.612')
        file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333')
        file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1')
        file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4')
        file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1')
        file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0')
        file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2')
        file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100')
        file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0')
        file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1')
        file.write('\n\t\t\tProperty: "LockMode", "bool", "",0')
        file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0')
        file.write('\n\t\t\tProperty: "FitImage", "bool", "",0')
        file.write('\n\t\t\tProperty: "Crop", "bool", "",0')
        file.write('\n\t\t\tProperty: "Center", "bool", "",1')
        file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1')
        file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0')
        file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5')
        file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1')
        file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0')
        file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1')
        file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333')
        file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0')
        file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100')
        file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50')
        file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50')
        file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type)
        file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0')
        file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0')
        file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0')
        file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5')
        file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200')
        file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0')
        file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777')
        file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0')
        file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7')
        file.write('\n\t\t}')
        file.write('\n\t\tMultiLayer: 0')
        file.write('\n\t\tMultiTake: 0')
        file.write('\n\t\tHidden: "True"')
        file.write('\n\t\tShading: Y')
        file.write('\n\t\tCulling: "CullingOff"')
        file.write('\n\t\tTypeFlags: "Camera"')
        file.write('\n\t\tGeometryVersion: 124')
        file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
        file.write('\n\t\tUp: %i,%i,%i' % up)
        file.write('\n\t\tLookAt: 0,0,0')
        file.write('\n\t\tShowInfoOnMoving: 1')
        file.write('\n\t\tShowAudio: 0')
        file.write('\n\t\tAudioColor: 0,1,0')
        file.write('\n\t\tCameraOrthoZoom: 1')
        file.write('\n\t}')

    def write_camera_default():
        # This sucks but to match FBX converter its easier to
        # write the cameras though they are not needed.
        write_camera_dummy('Producer Perspective',	(0,71.3,287.5), 10, 4000, 0, (0,1,0))
        write_camera_dummy('Producer Top',			(0,4000,0), 1, 30000, 1, (0,0,-1))
        write_camera_dummy('Producer Bottom',			(0,-4000,0), 1, 30000, 1, (0,0,-1))
        write_camera_dummy('Producer Front',			(0,0,4000), 1, 30000, 1, (0,1,0))
        write_camera_dummy('Producer Back',			(0,0,-4000), 1, 30000, 1, (0,1,0))
        write_camera_dummy('Producer Right',			(4000,0,0), 1, 30000, 1, (0,1,0))
        write_camera_dummy('Producer Left',			(-4000,0,0), 1, 30000, 1, (0,1,0))

    def write_camera(my_cam):
        '''
        Write a blender camera
        '''
        render = scene.render
        width	= render.resolution_x
        height	= render.resolution_y
# 		render = scene.render
# 		width	= render.sizeX
# 		height	= render.sizeY
        aspect	= float(width)/height

        data = my_cam.blenObject.data

        file.write('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName )
        file.write('\n\t\tVersion: 232')
        loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix())

        file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
        file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % math.degrees(data.angle))
        file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1')
        file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1')
        file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",14.0323972702026')
        file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shift_x) # not sure if this is in the correct units?
# 		file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shiftX) # not sure if this is in the correct units?
        file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shift_y) # ditto
# 		file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shiftY) # ditto
        file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0')
        file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0')
        file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1')
        file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1')
        file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0')
        file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1')
        file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0')
        file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2')
        file.write('\n\t\t\tProperty: "GateFit", "enum", "",0')
        file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0')
        file.write('\n\t\t\tProperty: "AspectW", "double", "",%i' % width)
        file.write('\n\t\t\tProperty: "AspectH", "double", "",%i' % height)

        '''Camera aspect ratio modes.
            0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant.
            1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value.
            2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels.
            3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value.
            4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value.

        Definition at line 234 of file kfbxcamera.h. '''

        file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",2')

        file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0')
        file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3')
        file.write('\n\t\t\tProperty: "ShowName", "bool", "",1')
        file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1')
        file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0')
        file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1')
        file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0')
        file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clip_start)
# 		file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clipStart)
        file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clip_end)
# 		file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clipStart)
        file.write('\n\t\t\tProperty: "FilmWidth", "double", "",1.0')
        file.write('\n\t\t\tProperty: "FilmHeight", "double", "",1.0')
        file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % aspect)
        file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1')
        file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0')
        file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1')
        file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0')
        file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2')
        file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100')
        file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0')
        file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1')
        file.write('\n\t\t\tProperty: "LockMode", "bool", "",0')
        file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0')
        file.write('\n\t\t\tProperty: "FitImage", "bool", "",0')
        file.write('\n\t\t\tProperty: "Crop", "bool", "",0')
        file.write('\n\t\t\tProperty: "Center", "bool", "",1')
        file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1')
        file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0')
        file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5')
        file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1')
        file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0')
        file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1')
        file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",%.6f' % aspect)
        file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0')
        file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100')
        file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50')
        file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50')
        file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",0')
        file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0')
        file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0')
        file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0')
        file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5')
        file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200')
        file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0')
        file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777')
        file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0')
        file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7')

        file.write('\n\t\t}')
        file.write('\n\t\tMultiLayer: 0')
        file.write('\n\t\tMultiTake: 0')
        file.write('\n\t\tShading: Y')
        file.write('\n\t\tCulling: "CullingOff"')
        file.write('\n\t\tTypeFlags: "Camera"')
        file.write('\n\t\tGeometryVersion: 124')
        file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
        file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(matrix_rot * Vector((0.0, 1.0, 0.0))))
        file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(matrix_rot * Vector((0.0, 0.0, -1.0))))

        #file.write('\n\t\tUp: 0,0,0' )
        #file.write('\n\t\tLookAt: 0,0,0' )

        file.write('\n\t\tShowInfoOnMoving: 1')
        file.write('\n\t\tShowAudio: 0')
        file.write('\n\t\tAudioColor: 0,1,0')
        file.write('\n\t\tCameraOrthoZoom: 1')
        file.write('\n\t}')

    def write_light(my_light):
        light = my_light.blenObject.data
        file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName)
        file.write('\n\t\tVersion: 232')

        write_object_props(my_light.blenObject, None, my_light.parRelMatrix())

        # Why are these values here twice?????? - oh well, follow the holy sdk's output

        # Blender light types match FBX's, funny coincidence, we just need to
        # be sure that all unsupported types are made into a point light
        #ePOINT,
        #eDIRECTIONAL
        #eSPOT
        light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4}
        light_type = light_type_items[light.type]
# 		light_type = light.type
        if light_type > 2: light_type = 1 # hemi and area lights become directional

# 		mode = light.mode
        if light.shadow_method == 'RAY_SHADOW' or light.shadow_method == 'BUFFER_SHADOW':
# 		if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows:
            do_shadow = 1
        else:
            do_shadow = 0

        if light.only_shadow or (not light.diffuse and not light.specular):
# 		if mode & Blender.Lamp.Modes.OnlyShadow or (mode & Blender.Lamp.Modes.NoDiffuse and mode & Blender.Lamp.Modes.NoSpecular):
            do_light = 0
        else:
            do_light = 1

        scale = abs(GLOBAL_MATRIX.scale_part()[0]) # scale is always uniform in this case

        file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
        file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
        file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
        file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
        file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
        file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
        file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
        file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
        if light.type == 'SPOT':
            file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % math.degrees(light.spot_size))
# 		file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
        file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
        file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color))
# 		file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.col))
        file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
#
        # duplication? see ^ (Arystan)
# 		file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
        file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
        file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
        file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light)
        file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
        file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
        file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
        file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
        file.write('\n\t\t\tProperty: "DecayType", "enum", "",0')
        file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.distance)
# 		file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.dist)
        file.write('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0')
        file.write('\n\t\t\tProperty: "NearAttenuationStart", "double", "",0')
        file.write('\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0')
        file.write('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",0')
        file.write('\n\t\t\tProperty: "FarAttenuationStart", "double", "",0')
        file.write('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",0')
        file.write('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow)
        file.write('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1')
        file.write('\n\t\t}')
        file.write('\n\t\tMultiLayer: 0')
        file.write('\n\t\tMultiTake: 0')
        file.write('\n\t\tShading: Y')
        file.write('\n\t\tCulling: "CullingOff"')
        file.write('\n\t\tTypeFlags: "Light"')
        file.write('\n\t\tGeometryVersion: 124')
        file.write('\n\t}')

    # matrixOnly is not used at the moment
    def write_null(my_null = None, fbxName = None, matrixOnly = None):
        # ob can be null
        if not fbxName: fbxName = my_null.fbxName

        file.write('\n\tModel: "Model::%s", "Null" {' % fbxName)
        file.write('\n\t\tVersion: 232')

        # only use this for the root matrix at the moment
        if matrixOnly:
            poseMatrix = write_object_props(None, None, matrixOnly)[3]

        else: # all other Null's
            if my_null:		poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3]
            else:			poseMatrix = write_object_props()[3]

        pose_items.append((fbxName, poseMatrix))

        file.write('''
        }
        MultiLayer: 0
        MultiTake: 1
        Shading: Y
        Culling: "CullingOff"
        TypeFlags: "Null"
    }''')

    # Material Settings
    if world:	world_amb = tuple(world.ambient_color)
# 	if world:	world_amb = world.getAmb()
    else:		world_amb = (0,0,0) # Default value

    def write_material(matname, mat):
        file.write('\n\tMaterial: "Material::%s", "" {' % matname)

        # Todo, add more material Properties.
        if mat:
            mat_cold = tuple(mat.diffuse_color)
# 			mat_cold = tuple(mat.rgbCol)
            mat_cols = tuple(mat.specular_color)
# 			mat_cols = tuple(mat.specCol)
            #mat_colm = tuple(mat.mirCol) # we wont use the mirror color
            mat_colamb = world_amb
# 			mat_colamb = tuple([c for c in world_amb])

            mat_dif = mat.diffuse_intensity
# 			mat_dif = mat.ref
            mat_amb = mat.ambient
# 			mat_amb = mat.amb
            mat_hard = (float(mat.specular_hardness)-1)/5.10
# 			mat_hard = (float(mat.hard)-1)/5.10
            mat_spec = mat.specular_intensity/2.0
# 			mat_spec = mat.spec/2.0
            mat_alpha = mat.alpha
            mat_emit = mat.emit
            mat_shadeless = mat.shadeless
# 			mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS
            if mat_shadeless:
                mat_shader = 'Lambert'
            else:
                if mat.diffuse_shader == 'LAMBERT':
# 				if mat.diffuseShader == Blender.Material.Shaders.DIFFUSE_LAMBERT:
                    mat_shader = 'Lambert'
                else:
                    mat_shader = 'Phong'
        else:
            mat_cols = mat_cold = 0.8, 0.8, 0.8
            mat_colamb = 0.0,0.0,0.0
            # mat_colm
            mat_dif = 1.0
            mat_amb = 0.5
            mat_hard = 20.0
            mat_spec = 0.2
            mat_alpha = 1.0
            mat_emit = 0.0
            mat_shadeless = False
            mat_shader = 'Phong'

        file.write('\n\t\tVersion: 102')
        file.write('\n\t\tShadingModel: "%s"' % mat_shader.lower())
        file.write('\n\t\tMultiLayer: 0')

        file.write('\n\t\tProperties60:  {')
        file.write('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader)
        file.write('\n\t\t\tProperty: "MultiLayer", "bool", "",0')
        file.write('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender
        file.write('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit)

        file.write('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb)
        file.write('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb)
        file.write('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold)
        file.write('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_dif)
        file.write('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0')
        file.write('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1')
        file.write('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha))
        if not mat_shadeless:
            file.write('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols)
            file.write('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec)
            file.write('\n\t\t\tProperty: "ShininessExponent", "double", "",80.0')
            file.write('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0')
            file.write('\n\t\t\tProperty: "ReflectionFactor", "double", "",1')
        file.write('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0')
        file.write('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb)
        file.write('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold)
        if not mat_shadeless:
            file.write('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols)
            file.write('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard)
        file.write('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha)
        if not mat_shadeless:
            file.write('\n\t\t\tProperty: "Reflectivity", "double", "",0')

        file.write('\n\t\t}')
        file.write('\n\t}')

    def copy_image(image):
        fn = bpy.utils.expandpath(image.filename)
        fn_strip = os.path.basename(fn)

        if EXP_IMAGE_COPY:
            rel = fn_strip
            fn_abs_dest = os.path.join(basepath, fn_strip)
            if not os.path.exists(fn_abs_dest):
                shutil.copy(fn, fn_abs_dest)
        else:
            rel = os.path.relpath(fn, basepath)

        return (rel, fn_strip)

    # tex is an Image (Arystan)
    def write_video(texname, tex):
        # Same as texture really!
        file.write('\n\tVideo: "Video::%s", "Clip" {' % texname)

        file.write('''
        Type: "Clip"
        Properties60:  {
            Property: "FrameRate", "double", "",0
            Property: "LastFrame", "int", "",0
            Property: "Width", "int", "",0
            Property: "Height", "int", "",0''')
        if tex:
            fname_rel, fname_strip = copy_image(tex)
# 			fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY)
        else:
            fname = fname_strip = fname_rel = ''

        file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip)


        file.write('''
            Property: "StartFrame", "int", "",0
            Property: "StopFrame", "int", "",0
            Property: "PlaySpeed", "double", "",1
            Property: "Offset", "KTime", "",0
            Property: "InterlaceMode", "enum", "",0
            Property: "FreeRunning", "bool", "",0
            Property: "Loop", "bool", "",0
            Property: "AccessMode", "enum", "",0
        }
        UseMipMap: 0''')

        file.write('\n\t\tFilename: "%s"' % fname_strip)
        if fname_strip: fname_strip = '/' + fname_strip
        file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative
        file.write('\n\t}')


    def write_texture(texname, tex, num):
        # if tex == None then this is a dummy tex
        file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname)
        file.write('\n\t\tType: "TextureVideoClip"')
        file.write('\n\t\tVersion: 202')
        # TODO, rare case _empty_ exists as a name.
        file.write('\n\t\tTextureName: "Texture::%s"' % texname)

        file.write('''
        Properties60:  {
            Property: "Translation", "Vector", "A+",0,0,0
            Property: "Rotation", "Vector", "A+",0,0,0
            Property: "Scaling", "Vector", "A+",1,1,1''')
        file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num)


        # WrapModeU/V 0==rep, 1==clamp, TODO add support
        file.write('''
            Property: "TextureTypeUse", "enum", "",0
            Property: "CurrentTextureBlendMode", "enum", "",1
            Property: "UseMaterial", "bool", "",0
            Property: "UseMipMap", "bool", "",0
            Property: "CurrentMappingType", "enum", "",0
            Property: "UVSwap", "bool", "",0''')

        file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clamp_x)
# 		file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX)
        file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clamp_y)
# 		file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clampY)

        file.write('''
            Property: "TextureRotationPivot", "Vector3D", "",0,0,0
            Property: "TextureScalingPivot", "Vector3D", "",0,0,0
            Property: "VideoProperty", "object", ""
        }''')

        file.write('\n\t\tMedia: "Video::%s"' % texname)

        if tex:
            fname_rel, fname_strip = copy_image(tex)
# 			fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY)
        else:
            fname = fname_strip = fname_rel = ''

        file.write('\n\t\tFileName: "%s"' % fname_strip)
        file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command

        file.write('''
        ModelUVTranslation: 0,0
        ModelUVScaling: 1,1
        Texture_Alpha_Source: "None"
        Cropping: 0,0,0,0
    }''')

    def write_deformer_skin(obname):
        '''
        Each mesh has its own deformer
        '''
        file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname)
        file.write('''
        Version: 100
        MultiLayer: 0
        Type: "Skin"
        Properties60:  {
        }
        Link_DeformAcuracy: 50
    }''')

    # in the example was 'Bip01 L Thigh_2'
    def write_sub_deformer_skin(my_mesh, my_bone, weights):

        '''
        Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers
        So the SubDeformer needs the mesh-object name as a prefix to make it unique

        Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer,
        a but silly but dosnt really matter
        '''
        file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName))

        file.write('''
        Version: 100
        MultiLayer: 0
        Type: "Cluster"
        Properties60:  {
            Property: "SrcModel", "object", ""
            Property: "SrcModelReference", "object", ""
        }
        UserData: "", ""''')

        # Support for bone parents
        if my_mesh.fbxBoneParent:
            if my_mesh.fbxBoneParent == my_bone:
                # TODO - this is a bit lazy, we could have a simple write loop
                # for this case because all weights are 1.0 but for now this is ok
                # Parent Bones arent used all that much anyway.
                vgroup_data = [(j, 1.0) for j in range(len(my_mesh.blenData.verts))]
            else:
                # This bone is not a parent of this mesh object, no weights
                vgroup_data = []

        else:
            # Normal weight painted mesh
            if my_bone.blenName in weights[0]:
                # Before we used normalized wright list
                #vgroup_data = me.getVertsFromGroup(bone.name, 1)
                group_index = weights[0].index(my_bone.blenName)
                vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]]
            else:
                vgroup_data = []

        file.write('\n\t\tIndexes: ')

        i = -1
        for vg in vgroup_data:
            if i == -1:
                file.write('%i'  % vg[0])
                i=0
            else:
                if i==23:
                    file.write('\n\t\t')
                    i=0
                file.write(',%i' % vg[0])
            i+=1

        file.write('\n\t\tWeights: ')
        i = -1
        for vg in vgroup_data:
            if i == -1:
                file.write('%.8f'  % vg[1])
                i=0
            else:
                if i==38:
                    file.write('\n\t\t')
                    i=0
                file.write(',%.8f' % vg[1])
            i+=1

        if my_mesh.fbxParent:
            # TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible!
            m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
        else:
            # Yes! this is it...  - but dosnt work when the mesh is a.
            m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90

        #m = mtx4_z90 * my_bone.restMatrix
        matstr = mat4x4str(m)
        matstr_i = mat4x4str(m.invert())

        file.write('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/
        file.write('\n\t\tTransformLink: %s' % matstr)
        file.write('\n\t}')

    def write_mesh(my_mesh):

        me = my_mesh.blenData

        # if there are non NULL materials on this mesh
        if my_mesh.blenMaterials:	do_materials = True
        else:						do_materials = False

        if my_mesh.blenTextures:	do_textures = True
        else:						do_textures = False

        do_uvs = len(me.uv_textures) > 0
# 		do_uvs = me.faceUV


        file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
        file.write('\n\t\tVersion: 232') # newline is added in write_object_props

        poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3]
        pose_items.append((my_mesh.fbxName, poseMatrix))

        file.write('\n\t\t}')
        file.write('\n\t\tMultiLayer: 0')
        file.write('\n\t\tMultiTake: 1')
        file.write('\n\t\tShading: Y')
        file.write('\n\t\tCulling: "CullingOff"')


        # Write the Real Mesh data here
        file.write('\n\t\tVertices: ')
        i=-1

        for v in me.verts:
            if i==-1:
                file.write('%.6f,%.6f,%.6f' % tuple(v.co));	i=0
            else:
                if i==7:
                    file.write('\n\t\t');	i=0
                file.write(',%.6f,%.6f,%.6f'% tuple(v.co))
            i+=1

        file.write('\n\t\tPolygonVertexIndex: ')
        i=-1
        for f in me.faces:
            fi = [v for v in f.verts]
            # fi = [v_index for j, v_index in enumerate(f.verts) if v_index != 0 or j != 3]
# 			fi = [v.index for v in f]

            # flip the last index, odd but it looks like
            # this is how fbx tells one face from another
            fi[-1] = -(fi[-1]+1)
            fi = tuple(fi)
            if i==-1:
                if len(fi) == 3:	file.write('%i,%i,%i' % fi )
# 				if len(f) == 3:		file.write('%i,%i,%i' % fi )
                else:				file.write('%i,%i,%i,%i' % fi )
                i=0
            else:
                if i==13:
                    file.write('\n\t\t')
                    i=0
                if len(fi) == 3:	file.write(',%i,%i,%i' % fi )
# 				if len(f) == 3:		file.write(',%i,%i,%i' % fi )
                else:				file.write(',%i,%i,%i,%i' % fi )
            i+=1

        file.write('\n\t\tEdges: ')
        i=-1
        for ed in me.edges:
                if i==-1:
                    file.write('%i,%i' % (ed.verts[0], ed.verts[1]))
# 					file.write('%i,%i' % (ed.v1.index, ed.v2.index))
                    i=0
                else:
                    if i==13:
                        file.write('\n\t\t')
                        i=0
                    file.write(',%i,%i' % (ed.verts[0], ed.verts[1]))
# 					file.write(',%i,%i' % (ed.v1.index, ed.v2.index))
                i+=1

        file.write('\n\t\tGeometryVersion: 124')

        file.write('''
        LayerElementNormal: 0 {
            Version: 101
            Name: ""
            MappingInformationType: "ByVertice"
            ReferenceInformationType: "Direct"
            Normals: ''')

        i=-1
        for v in me.verts:
            if i==-1:
                file.write('%.15f,%.15f,%.15f' % tuple(v.normal));	i=0
# 				file.write('%.15f,%.15f,%.15f' % tuple(v.no));	i=0
            else:
                if i==2:
                    file.write('\n			 ');	i=0
                file.write(',%.15f,%.15f,%.15f' % tuple(v.normal))
# 				file.write(',%.15f,%.15f,%.15f' % tuple(v.no))
            i+=1
        file.write('\n\t\t}')

        # Write Face Smoothing
        file.write('''
        LayerElementSmoothing: 0 {
            Version: 102
            Name: ""
            MappingInformationType: "ByPolygon"
            ReferenceInformationType: "Direct"
            Smoothing: ''')

        i=-1
        for f in me.faces:
            if i==-1:
                file.write('%i' % f.smooth);	i=0
            else:
                if i==54:
                    file.write('\n			 ');	i=0
                file.write(',%i' % f.smooth)
            i+=1

        file.write('\n\t\t}')

        # Write Edge Smoothing
        file.write('''
        LayerElementSmoothing: 0 {
            Version: 101
            Name: ""
            MappingInformationType: "ByEdge"
            ReferenceInformationType: "Direct"
            Smoothing: ''')

# 		SHARP = Blender.Mesh.EdgeFlags.SHARP
        i=-1
        for ed in me.edges:
            if i==-1:
                file.write('%i' % (ed.sharp));	i=0
# 				file.write('%i' % ((ed.flag&SHARP)!=0));	i=0
            else:
                if i==54:
                    file.write('\n			 ');	i=0
                file.write(',%i' % (ed.sharp))
# 				file.write(',%i' % ((ed.flag&SHARP)!=0))
            i+=1

        file.write('\n\t\t}')
# 		del SHARP

        # small utility function
        # returns a slice of data depending on number of face verts
        # data is either a MeshTextureFace or MeshColor
        def face_data(data, face):
            totvert = len(f.verts)

            return data[:totvert]


        # Write VertexColor Layers
        # note, no programs seem to use this info :/
        collayers = []
        if len(me.vertex_colors):
# 		if me.vertexColors:
            collayers = me.vertex_colors
# 			collayers = me.getColorLayerNames()
            collayer_orig = me.active_vertex_color
# 			collayer_orig = me.activeColorLayer
            for colindex, collayer in enumerate(collayers):
# 				me.activeColorLayer = collayer
                file.write('\n\t\tLayerElementColor: %i {' % colindex)
                file.write('\n\t\t\tVersion: 101')
                file.write('\n\t\t\tName: "%s"' % collayer.name)
# 				file.write('\n\t\t\tName: "%s"' % collayer)

                file.write('''
            MappingInformationType: "ByPolygonVertex"
            ReferenceInformationType: "IndexToDirect"
            Colors: ''')

                i = -1
                ii = 0 # Count how many Colors we write

                for f, cf in zip(me.faces, collayer.data):
                    colors = [cf.color1, cf.color2, cf.color3, cf.color4]

                    # determine number of verts
                    colors = face_data(colors, f)

                    for col in colors:
                        if i==-1:
                            file.write('%.4f,%.4f,%.4f,1' % tuple(col))
                            i=0
                        else:
                            if i==7:
                                file.write('\n\t\t\t\t')
                                i=0
                            file.write(',%.4f,%.4f,%.4f,1' % tuple(col))
                        i+=1
                        ii+=1 # One more Color

# 				for f in me.faces:
# 					for col in f.col:
# 						if i==-1:
# 							file.write('%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0))
# 							i=0
# 						else:
# 							if i==7:
# 								file.write('\n\t\t\t\t')
# 								i=0
# 							file.write(',%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0))
# 						i+=1
# 						ii+=1 # One more Color

                file.write('\n\t\t\tColorIndex: ')
                i = -1
                for j in range(ii):
                    if i == -1:
                        file.write('%i' % j)
                        i=0
                    else:
                        if i==55:
                            file.write('\n\t\t\t\t')
                            i=0
                        file.write(',%i' % j)
                    i+=1

                file.write('\n\t\t}')



        # Write UV and texture layers.
        uvlayers = []
        if do_uvs:
            uvlayers = me.uv_textures
# 			uvlayers = me.getUVLayerNames()
            uvlayer_orig = me.active_uv_texture
# 			uvlayer_orig = me.activeUVLayer
            for uvindex, uvlayer in enumerate(me.uv_textures):
# 			for uvindex, uvlayer in enumerate(uvlayers):
# 				me.activeUVLayer = uvlayer
                file.write('\n\t\tLayerElementUV: %i {' % uvindex)
                file.write('\n\t\t\tVersion: 101')
                file.write('\n\t\t\tName: "%s"' % uvlayer.name)
# 				file.write('\n\t\t\tName: "%s"' % uvlayer)

                file.write('''
            MappingInformationType: "ByPolygonVertex"
            ReferenceInformationType: "IndexToDirect"
            UV: ''')

                i = -1
                ii = 0 # Count how many UVs we write

                for uf in uvlayer.data:
#               for f in me.faces:
                    # workaround, since uf.uv iteration is wrong atm
                    for uv in uf.uv:
#                   for uv in f.uv:
                        if i==-1:
                            file.write('%.6f,%.6f' % tuple(uv))
                            i=0
                        else:
                            if i==7:
                                file.write('\n			 ')
                                i=0
                            file.write(',%.6f,%.6f' % tuple(uv))
                        i+=1
                        ii+=1 # One more UV

                file.write('\n\t\t\tUVIndex: ')
                i = -1
                for j in range(ii):
                    if i == -1:
                        file.write('%i'  % j)
                        i=0
                    else:
                        if i==55:
                            file.write('\n\t\t\t\t')
                            i=0
                        file.write(',%i' % j)
                    i+=1

                file.write('\n\t\t}')

                if do_textures:
                    file.write('\n\t\tLayerElementTexture: %i {' % uvindex)
                    file.write('\n\t\t\tVersion: 101')
                    file.write('\n\t\t\tName: "%s"' % uvlayer.name)
# 					file.write('\n\t\t\tName: "%s"' % uvlayer)

                    if len(my_mesh.blenTextures) == 1:
                        file.write('\n\t\t\tMappingInformationType: "AllSame"')
                    else:
                        file.write('\n\t\t\tMappingInformationType: "ByPolygon"')

                    file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"')
                    file.write('\n\t\t\tBlendMode: "Translucent"')
                    file.write('\n\t\t\tTextureAlpha: 1')
                    file.write('\n\t\t\tTextureId: ')

                    if len(my_mesh.blenTextures) == 1:
                        file.write('0')
                    else:
                        texture_mapping_local = {None:-1}

                        i = 0 # 1 for dummy
                        for tex in my_mesh.blenTextures:
                            if tex: # None is set above
                                texture_mapping_local[tex] = i
                                i+=1

                        i=-1
                        for f in uvlayer.data:
# 						for f in me.faces:
                            img_key = f.image

                            if i==-1:
                                i=0
                                file.write( '%s' % texture_mapping_local[img_key])
                            else:
                                if i==55:
                                    file.write('\n			 ')
                                    i=0

                                file.write(',%s' % texture_mapping_local[img_key])
                            i+=1

                else:
                    file.write('''
        LayerElementTexture: 0 {
            Version: 101
            Name: ""
            MappingInformationType: "NoMappingInformation"
            ReferenceInformationType: "IndexToDirect"
            BlendMode: "Translucent"
            TextureAlpha: 1
            TextureId: ''')
                file.write('\n\t\t}')

# 			me.activeUVLayer = uvlayer_orig

        # Done with UV/textures.

        if do_materials:
            file.write('\n\t\tLayerElementMaterial: 0 {')
            file.write('\n\t\t\tVersion: 101')
            file.write('\n\t\t\tName: ""')

            if len(my_mesh.blenMaterials) == 1:
                file.write('\n\t\t\tMappingInformationType: "AllSame"')
            else:
                file.write('\n\t\t\tMappingInformationType: "ByPolygon"')

            file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"')
            file.write('\n\t\t\tMaterials: ')

            if len(my_mesh.blenMaterials) == 1:
                file.write('0')
            else:
                # Build a material mapping for this
                material_mapping_local = {} # local-mat & tex : global index.

                for j, mat_tex_pair in enumerate(my_mesh.blenMaterials):
                    material_mapping_local[mat_tex_pair] = j

                len_material_mapping_local = len(material_mapping_local)

                mats = my_mesh.blenMaterialList

                if me.active_uv_texture:
                    uv_faces = me.active_uv_texture.data
                else:
                    uv_faces = [None] * len(me.faces)

                i=-1
                for f, uf in zip(me.faces, uv_faces):
# 				for f in me.faces:
                    try:	mat = mats[f.material_index]
# 					try:	mat = mats[f.mat]
                    except:mat = None

                    if do_uvs: tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
# 					if do_uvs: tex = f.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
                    else: tex = None

                    if i==-1:
                        i=0
                        file.write( '%s' % (material_mapping_local[mat, tex])) # None for mat or tex is ok
                    else:
                        if i==55:
                            file.write('\n\t\t\t\t')
                            i=0

                        file.write(',%s' % (material_mapping_local[mat, tex]))
                    i+=1

            file.write('\n\t\t}')

        file.write('''
        Layer: 0 {
            Version: 100
            LayerElement:  {
                Type: "LayerElementNormal"
                TypedIndex: 0
            }''')

        if do_materials:
            file.write('''
            LayerElement:  {
                Type: "LayerElementMaterial"
                TypedIndex: 0
            }''')

        # Always write this
        if do_textures:
            file.write('''
            LayerElement:  {
                Type: "LayerElementTexture"
                TypedIndex: 0
            }''')

        if me.vertex_colors:
# 		if me.vertexColors:
            file.write('''
            LayerElement:  {
                Type: "LayerElementColor"
                TypedIndex: 0
            }''')

        if do_uvs: # same as me.faceUV
            file.write('''
            LayerElement:  {
                Type: "LayerElementUV"
                TypedIndex: 0
            }''')


        file.write('\n\t\t}')

        if len(uvlayers) > 1:
            for i in range(1, len(uvlayers)):

                file.write('\n\t\tLayer: %i {' % i)
                file.write('\n\t\t\tVersion: 100')

                file.write('''
            LayerElement:  {
                Type: "LayerElementUV"''')

                file.write('\n\t\t\t\tTypedIndex: %i' % i)
                file.write('\n\t\t\t}')

                if do_textures:

                    file.write('''
            LayerElement:  {
                Type: "LayerElementTexture"''')

                    file.write('\n\t\t\t\tTypedIndex: %i' % i)
                    file.write('\n\t\t\t}')

                file.write('\n\t\t}')

        if len(collayers) > 1:
            # Take into account any UV layers
            layer_offset = 0
            if uvlayers: layer_offset = len(uvlayers)-1

            for i in range(layer_offset, len(collayers)+layer_offset):
                file.write('\n\t\tLayer: %i {' % i)
                file.write('\n\t\t\tVersion: 100')

                file.write('''
            LayerElement:  {
                Type: "LayerElementColor"''')

                file.write('\n\t\t\t\tTypedIndex: %i' % i)
                file.write('\n\t\t\t}')
                file.write('\n\t\t}')
        file.write('\n\t}')

    def write_group(name):
        file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name)

        file.write('''
        Properties60:  {
            Property: "MultiLayer", "bool", "",0
            Property: "Pickable", "bool", "",1
            Property: "Transformable", "bool", "",1
            Property: "Show", "bool", "",1
        }
        MultiLayer: 0
    }''')


    # add meshes here to clear because they are not used anywhere.
    meshes_to_clear = []

    ob_meshes = []
    ob_lights = []
    ob_cameras = []
    # in fbx we export bones as children of the mesh
    # armatures not a part of a mesh, will be added to ob_arms
    ob_bones = []
    ob_arms = []
    ob_null = [] # emptys

    # List of types that have blender objects (not bones)
    ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null]

    groups = [] # blender groups, only add ones that have objects in the selections
    materials = {} # (mat, image) keys, should be a set()
    textures = {} # should be a set()

    tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error

    # if EXP_OBS_SELECTED is false, use sceens objects
    if not batch_objects:
        if EXP_OBS_SELECTED:	tmp_objects = context.selected_objects
# 		if EXP_OBS_SELECTED:	tmp_objects = scene.objects.context
        else:					tmp_objects = scene.objects
    else:
        tmp_objects = batch_objects

    if EXP_ARMATURE:
        # This is needed so applying modifiers dosnt apply the armature deformation, its also needed
        # ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes.
        # set every armature to its rest, backup the original values so we done mess up the scene
        ob_arms_orig_rest = [arm.pose_position for arm in bpy.data.armatures]
# 		ob_arms_orig_rest = [arm.restPosition for arm in bpy.data.armatures]

        for arm in bpy.data.armatures:
            arm.pose_position = 'REST'
# 			arm.restPosition = True

        if ob_arms_orig_rest:
            for ob_base in bpy.data.objects:
                #if ob_base.type == 'Armature':
                ob_base.make_display_list(scene)
# 				ob_base.makeDisplayList()

            # This causes the makeDisplayList command to effect the mesh
            scene.set_frame(scene.frame_current)
# 			Blender.Set('curframe', Blender.Get('curframe'))


    for ob_base in tmp_objects:

        # ignore dupli children
        if ob_base.parent and ob_base.parent.dupli_type != 'NONE':
            continue

        obs = [(ob_base, ob_base.matrix)]
        if ob_base.dupli_type != 'NONE':
            ob_base.create_dupli_list(scene)
            obs = [(dob.object, dob.matrix) for dob in ob_base.dupli_list]

        for ob, mtx in obs:
# 		for ob, mtx in BPyObject.getDerivedObjects(ob_base):
            tmp_ob_type = ob.type
            if tmp_ob_type == 'CAMERA':
# 			if tmp_ob_type == 'Camera':
                if EXP_CAMERA:
                    ob_cameras.append(my_object_generic(ob, mtx))
            elif tmp_ob_type == 'LAMP':
# 			elif tmp_ob_type == 'Lamp':
                if EXP_LAMP:
                    ob_lights.append(my_object_generic(ob, mtx))
            elif tmp_ob_type == 'ARMATURE':
# 			elif tmp_ob_type == 'Armature':
                if EXP_ARMATURE:
                    # TODO - armatures dont work in dupligroups!
                    if ob not in ob_arms: ob_arms.append(ob)
                    # ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)"
            elif tmp_ob_type == 'EMPTY':
# 			elif tmp_ob_type == 'Empty':
                if EXP_EMPTY:
                    ob_null.append(my_object_generic(ob, mtx))
            elif EXP_MESH:
                origData = True
                if tmp_ob_type != 'MESH':
# 				if tmp_ob_type != 'Mesh':
# 					me = bpy.data.meshes.new()
                    try:	me = ob.create_mesh(scene, True, 'PREVIEW')
# 					try:	me.getFromObject(ob)
                    except:	me = None
                    if me:
                        meshes_to_clear.append( me )
                        mats = me.materials
                        origData = False
                else:
                    # Mesh Type!
                    if EXP_MESH_APPLY_MOD:
# 						me = bpy.data.meshes.new()
                        me = ob.create_mesh(scene, True, 'PREVIEW')
# 						me.getFromObject(ob)

                        # so we keep the vert groups
# 						if EXP_ARMATURE:
# 							orig_mesh = ob.getData(mesh=1)
# 							if orig_mesh.getVertGroupNames():
# 								ob.copy().link(me)
# 								# If new mesh has no vgroups we can try add if verts are teh same
# 								if not me.getVertGroupNames(): # vgroups were not kept by the modifier
# 									if len(me.verts) == len(orig_mesh.verts):
# 										groupNames, vWeightDict = BPyMesh.meshWeight2Dict(orig_mesh)
# 										BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict)

                        # print ob, me, me.getVertGroupNames()
                        meshes_to_clear.append( me )
                        origData = False
                        mats = me.materials
                    else:
                        me = ob.data
# 						me = ob.getData(mesh=1)
                        mats = me.materials

# 						# Support object colors
# 						tmp_colbits = ob.colbits
# 						if tmp_colbits:
# 							tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too.
# 							for i in xrange(16):
# 								if tmp_colbits & (1<<i):
# 									mats[i] = tmp_ob_mats[i]
# 							del tmp_ob_mats
# 						del tmp_colbits


                if me:
# 					# This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled.
# 					# so strictly this is bad. but only in rare cases would it have negative results
# 					# say with dupliverts the objects would rotate a bit differently
# 					if EXP_MESH_HQ_NORMALS:
# 						BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.

                    texture_mapping_local = {}
                    material_mapping_local = {}
                    if len(me.uv_textures) > 0:
# 					if me.faceUV:
                        uvlayer_orig = me.active_uv_texture
# 						uvlayer_orig = me.activeUVLayer
                        for uvlayer in me.uv_textures:
# 						for uvlayer in me.getUVLayerNames():
# 							me.activeUVLayer = uvlayer
                            for f, uf in zip(me.faces, uvlayer.data):
# 							for f in me.faces:
                                tex = uf.image
# 								tex = f.image
                                textures[tex] = texture_mapping_local[tex] = None

                                try: mat = mats[f.material_index]
# 								try: mat = mats[f.mat]
                                except: mat = None

                                materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5


# 							me.activeUVLayer = uvlayer_orig
                    else:
                        for mat in mats:
                            # 2.44 use mat.lib too for uniqueness
                            materials[mat, None] = material_mapping_local[mat, None] = None
                        else:
                            materials[None, None] = None

                    if EXP_ARMATURE:
                        armob = ob.find_armature()
                        blenParentBoneName = None

                        # parent bone - special case
                        if (not armob) and ob.parent and ob.parent.type == 'ARMATURE' and \
                                ob.parent_type == 'BONE':
# 						if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.BONE:
                            armob = ob.parent
                            blenParentBoneName = ob.parent_bone
# 							blenParentBoneName = ob.parentbonename


                        if armob and armob not in ob_arms:
                            ob_arms.append(armob)

                    else:
                        blenParentBoneName = armob = None

                    my_mesh = my_object_generic(ob, mtx)
                    my_mesh.blenData =		me
                    my_mesh.origData = 		origData
                    my_mesh.blenMaterials =	list(material_mapping_local.keys())
                    my_mesh.blenMaterialList = mats
                    my_mesh.blenTextures =	list(texture_mapping_local.keys())

                    # if only 1 null texture then empty the list
                    if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] == None:
                        my_mesh.blenTextures = []

                    my_mesh.fbxArm =	armob					# replace with my_object_generic armature instance later
                    my_mesh.fbxBoneParent = blenParentBoneName	# replace with my_bone instance later

                    ob_meshes.append( my_mesh )

        # not forgetting to free dupli_list
        if ob_base.dupli_list: ob_base.free_dupli_list()


    if EXP_ARMATURE:
        # now we have the meshes, restore the rest arm position
        for i, arm in enumerate(bpy.data.armatures):
            arm.pose_position = ob_arms_orig_rest[i]
# 			arm.restPosition = ob_arms_orig_rest[i]

        if ob_arms_orig_rest:
            for ob_base in bpy.data.objects:
                if ob_base.type == 'ARMATURE':
# 				if ob_base.type == 'Armature':
                    ob_base.make_display_list(scene)
# 					ob_base.makeDisplayList()
            # This causes the makeDisplayList command to effect the mesh
            scene.set_frame(scene.frame_current)
# 			Blender.Set('curframe', Blender.Get('curframe'))

    del tmp_ob_type, tmp_objects

    # now we have collected all armatures, add bones
    for i, ob in enumerate(ob_arms):

        ob_arms[i] = my_arm = my_object_generic(ob)

        my_arm.fbxBones =		[]
        my_arm.blenData =		ob.data
        if ob.animation_data:
            my_arm.blenAction =	ob.animation_data.action
        else:
            my_arm.blenAction = None
# 		my_arm.blenAction =		ob.action
        my_arm.blenActionList =	[]

        # fbxName, blenderObject, my_bones, blenderActions
        #ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, [])

        for bone in my_arm.blenData.bones:
# 		for bone in my_arm.blenData.bones.values():
            my_bone = my_bone_class(bone, my_arm)
            my_arm.fbxBones.append( my_bone )
            ob_bones.append( my_bone )

    # add the meshes to the bones and replace the meshes armature with own armature class
    #for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
    for my_mesh in ob_meshes:
        # Replace
        # ...this could be sped up with dictionary mapping but its unlikely for
        # it ever to be a bottleneck - (would need 100+ meshes using armatures)
        if my_mesh.fbxArm:
            for my_arm in ob_arms:
                if my_arm.blenObject == my_mesh.fbxArm:
                    my_mesh.fbxArm = my_arm
                    break

        for my_bone in ob_bones:

            # The mesh uses this bones armature!
            if my_bone.fbxArm == my_mesh.fbxArm:
                my_bone.blenMeshes[my_mesh.fbxName] = me


                # parent bone: replace bone names with our class instances
                # my_mesh.fbxBoneParent is None or a blender bone name initialy, replacing if the names match.
                if my_mesh.fbxBoneParent == my_bone.blenName:
                    my_mesh.fbxBoneParent = my_bone

    bone_deformer_count = 0 # count how many bones deform a mesh
    my_bone_blenParent = None
    for my_bone in ob_bones:
        my_bone_blenParent = my_bone.blenBone.parent
        if my_bone_blenParent:
            for my_bone_parent in ob_bones:
                # Note 2.45rc2 you can compare bones normally
                if my_bone_blenParent.name == my_bone_parent.blenName and my_bone.fbxArm == my_bone_parent.fbxArm:
                    my_bone.parent = my_bone_parent
                    break

        # Not used at the moment
        # my_bone.calcRestMatrixLocal()
        bone_deformer_count += len(my_bone.blenMeshes)

    del my_bone_blenParent


    # Build blenObject -> fbxObject mapping
    # this is needed for groups as well as fbxParenting
# 	for ob in bpy.data.objects:	ob.tag = False
# 	bpy.data.objects.tag = False

    # using a list of object names for tagging (Arystan)
    tagged_objects = []

    tmp_obmapping = {}
    for ob_generic in ob_all_typegroups:
        for ob_base in ob_generic:
            tagged_objects.append(ob_base.blenObject.name)
# 			ob_base.blenObject.tag = True
            tmp_obmapping[ob_base.blenObject] = ob_base

    # Build Groups from objects we export
    for blenGroup in bpy.data.groups:
        fbxGroupName = None
        for ob in blenGroup.objects:
            if ob.name in tagged_objects:
# 			if ob.tag:
                if fbxGroupName == None:
                    fbxGroupName = sane_groupname(blenGroup)
                    groups.append((fbxGroupName, blenGroup))

                tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames

    groups.sort() # not really needed

    # Assign parents using this mapping
    for ob_generic in ob_all_typegroups:
        for my_ob in ob_generic:
            parent = my_ob.blenObject.parent
            if parent and parent.name in tagged_objects: # does it exist and is it in the mapping
# 			if parent and parent.tag: # does it exist and is it in the mapping
                my_ob.fbxParent = tmp_obmapping[parent]


    del tmp_obmapping
    # Finished finding groups we use


    materials =	[(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.keys()]
    textures =	[(sane_texname(tex), tex) for tex in textures.keys()  if tex]
    materials.sort() # sort by name
    textures.sort()

    camera_count = 8
    file.write('''

; Object definitions
;------------------------------------------------------------------

Definitions:  {
    Version: 100
    Count: %i''' % (\
        1+1+camera_count+\
        len(ob_meshes)+\
        len(ob_lights)+\
        len(ob_cameras)+\
        len(ob_arms)+\
        len(ob_null)+\
        len(ob_bones)+\
        bone_deformer_count+\
        len(materials)+\
        (len(textures)*2))) # add 1 for the root model 1 for global settings

    del bone_deformer_count

    file.write('''
    ObjectType: "Model" {
        Count: %i
    }''' % (\
        1+camera_count+\
        len(ob_meshes)+\
        len(ob_lights)+\
        len(ob_cameras)+\
        len(ob_arms)+\
        len(ob_null)+\
        len(ob_bones))) # add 1 for the root model

    file.write('''
    ObjectType: "Geometry" {
        Count: %i
    }''' % len(ob_meshes))

    if materials:
        file.write('''
    ObjectType: "Material" {
        Count: %i
    }''' % len(materials))

    if textures:
        file.write('''
    ObjectType: "Texture" {
        Count: %i
    }''' % len(textures)) # add 1 for an empty tex
        file.write('''
    ObjectType: "Video" {
        Count: %i
    }''' % len(textures)) # add 1 for an empty tex

    tmp = 0
    # Add deformer nodes
    for my_mesh in ob_meshes:
        if my_mesh.fbxArm:
            tmp+=1

    # Add subdeformers
    for my_bone in ob_bones:
        tmp += len(my_bone.blenMeshes)

    if tmp:
        file.write('''
    ObjectType: "Deformer" {
        Count: %i
    }''' % tmp)
    del tmp

    # we could avoid writing this possibly but for now just write it

    file.write('''
    ObjectType: "Pose" {
        Count: 1
    }''')

    if groups:
        file.write('''
    ObjectType: "GroupSelection" {
        Count: %i
    }''' % len(groups))

    file.write('''
    ObjectType: "GlobalSettings" {
        Count: 1
    }
}''')

    file.write('''

; Object properties
;------------------------------------------------------------------

Objects:  {''')

    # To comply with other FBX FILES
    write_camera_switch()

    # Write the null object
    write_null(None, 'blend_root')# , GLOBAL_MATRIX)

    for my_null in ob_null:
        write_null(my_null)

    for my_arm in ob_arms:
        write_null(my_arm)

    for my_cam in ob_cameras:
        write_camera(my_cam)

    for my_light in ob_lights:
        write_light(my_light)

    for my_mesh in ob_meshes:
        write_mesh(my_mesh)

    #for bonename, bone, obname, me, armob in ob_bones:
    for my_bone in ob_bones:
        write_bone(my_bone)

    write_camera_default()

    for matname, (mat, tex) in materials:
        write_material(matname, mat) # We only need to have a material per image pair, but no need to write any image info into the material (dumb fbx standard)

    # each texture uses a video, odd
    for texname, tex in textures:
        write_video(texname, tex)
    i = 0
    for texname, tex in textures:
        write_texture(texname, tex, i)
        i+=1

    for groupname, group in groups:
        write_group(groupname)

    # NOTE - c4d and motionbuilder dont need normalized weights, but deep-exploration 5 does and (max?) do.

    # Write armature modifiers
    # TODO - add another MODEL? - because of this skin definition.
    for my_mesh in ob_meshes:
        if my_mesh.fbxArm:
            write_deformer_skin(my_mesh.fbxName)

            # Get normalized weights for temorary use
            if my_mesh.fbxBoneParent:
                weights = None
            else:
                weights = meshNormalizedWeights(my_mesh.blenObject)
# 				weights = meshNormalizedWeights(my_mesh.blenData)

            #for bonename, bone, obname, bone_mesh, armob in ob_bones:
            for my_bone in ob_bones:
                if me in iter(my_bone.blenMeshes.values()):
                    write_sub_deformer_skin(my_mesh, my_bone, weights)

    # Write pose's really weired, only needed when an armature and mesh are used together
    # each by themselves dont need pose data. for now only pose meshes and bones

    file.write('''
    Pose: "Pose::BIND_POSES", "BindPose" {
        Type: "BindPose"
        Version: 100
        Properties60:  {
        }
        NbPoseNodes: ''')
    file.write(str(len(pose_items)))


    for fbxName, matrix in pose_items:
        file.write('\n\t\tPoseNode:  {')
        file.write('\n\t\t\tNode: "Model::%s"' % fbxName )
        if matrix:		file.write('\n\t\t\tMatrix: %s' % mat4x4str(matrix))
        else:			file.write('\n\t\t\tMatrix: %s' % mat4x4str(mtx4_identity))
        file.write('\n\t\t}')

    file.write('\n\t}')


    # Finish Writing Objects
    # Write global settings
    file.write('''
    GlobalSettings:  {
        Version: 1000
        Properties60:  {
            Property: "UpAxis", "int", "",1
            Property: "UpAxisSign", "int", "",1
            Property: "FrontAxis", "int", "",2
            Property: "FrontAxisSign", "int", "",1
            Property: "CoordAxis", "int", "",0
            Property: "CoordAxisSign", "int", "",1
            Property: "UnitScaleFactor", "double", "",100
        }
    }
''')
    file.write('}')

    file.write('''

; Object relations
;------------------------------------------------------------------

Relations:  {''')

    file.write('\n\tModel: "Model::blend_root", "Null" {\n\t}')

    for my_null in ob_null:
        file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName)

    for my_arm in ob_arms:
        file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_arm.fbxName)

    for my_mesh in ob_meshes:
        file.write('\n\tModel: "Model::%s", "Mesh" {\n\t}' % my_mesh.fbxName)

    # TODO - limbs can have the same name for multiple armatures, should prefix.
    #for bonename, bone, obname, me, armob in ob_bones:
    for my_bone in ob_bones:
        file.write('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName)

    for my_cam in ob_cameras:
        file.write('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName)

    for my_light in ob_lights:
        file.write('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName)

    file.write('''
    Model: "Model::Producer Perspective", "Camera" {
    }
    Model: "Model::Producer Top", "Camera" {
    }
    Model: "Model::Producer Bottom", "Camera" {
    }
    Model: "Model::Producer Front", "Camera" {
    }
    Model: "Model::Producer Back", "Camera" {
    }
    Model: "Model::Producer Right", "Camera" {
    }
    Model: "Model::Producer Left", "Camera" {
    }
    Model: "Model::Camera Switcher", "CameraSwitcher" {
    }''')

    for matname, (mat, tex) in materials:
        file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname)

    if textures:
        for texname, tex in textures:
            file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname)
        for texname, tex in textures:
            file.write('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname)

    # deformers - modifiers
    for my_mesh in ob_meshes:
        if my_mesh.fbxArm:
            file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {\n\t}' % my_mesh.fbxName)

    #for bonename, bone, obname, me, armob in ob_bones:
    for my_bone in ob_bones:
        for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName
            # is this bone effecting a mesh?
            file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName))

    # This should be at the end
    # file.write('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}')

    for groupname, group in groups:
        file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {\n\t}' % groupname)

    file.write('\n}')
    file.write('''

; Object connections
;------------------------------------------------------------------

Connections:  {''')

    # NOTE - The FBX SDK dosnt care about the order but some importers DO!
    # for instance, defining the material->mesh connection
    # before the mesh->blend_root crashes cinema4d


    # write the fake root node
    file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"')

    for ob_generic in ob_all_typegroups: # all blender 'Object's we support
        for my_ob in ob_generic:
            if my_ob.fbxParent:
                file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName))
            else:
                file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_ob.fbxName)

    if materials:
        for my_mesh in ob_meshes:
            # Connect all materials to all objects, not good form but ok for now.
            for mat, tex in my_mesh.blenMaterials:
                if mat:	mat_name = mat.name
                else:	mat_name = None

                if tex:	tex_name = tex.name
                else:	tex_name = None

                file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName))

    if textures:
        for my_mesh in ob_meshes:
            if my_mesh.blenTextures:
                # file.write('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName)
                for tex in my_mesh.blenTextures:
                    if tex:
                        file.write('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName))

        for texname, tex in textures:
            file.write('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname))

    for my_mesh in ob_meshes:
        if my_mesh.fbxArm:
            file.write('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, my_mesh.fbxName))

    #for bonename, bone, obname, me, armob in ob_bones:
    for my_bone in ob_bones:
        for fbxMeshObName in my_bone.blenMeshes: # .keys()
            file.write('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName))

    # limbs -> deformers
    # for bonename, bone, obname, me, armob in ob_bones:
    for my_bone in ob_bones:
        for fbxMeshObName in my_bone.blenMeshes: # .keys()
            file.write('\n\tConnect: "OO", "Model::%s", "SubDeformer::Cluster %s %s"' % (my_bone.fbxName, fbxMeshObName, my_bone.fbxName))


    #for bonename, bone, obname, me, armob in ob_bones:
    for my_bone in ob_bones:
        # Always parent to armature now
        if my_bone.parent:
            file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.parent.fbxName) )
        else:
            # the armature object is written as an empty and all root level bones connect to it
            file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName) )

    # groups
    if groups:
        for ob_generic in ob_all_typegroups:
            for ob_base in ob_generic:
                for fbxGroupName in ob_base.fbxGroupNames:
                    file.write('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName))

    for my_arm in ob_arms:
        file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_arm.fbxName)

    file.write('\n}')


    # Needed for scene footer as well as animation
    render = scene.render
# 	render = scene.render

    # from the FBX sdk
    #define KTIME_ONE_SECOND        KTime (K_LONGLONG(46186158000))
    def fbx_time(t):
        # 0.5 + val is the same as rounding.
        return int(0.5 + ((t/fps) * 46186158000))

    fps = float(render.fps)
    start =	scene.frame_start
# 	start =	render.sFrame
    end =	scene.frame_end
# 	end =	render.eFrame
    if end < start: start, end = end, start
    if start==end: ANIM_ENABLE = False

    # animations for these object types
    ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms

    if ANIM_ENABLE and [tmp for tmp in ob_anim_lists if tmp]:

        frame_orig = scene.frame_current
# 		frame_orig = Blender.Get('curframe')

        if ANIM_OPTIMIZE:
            ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** ANIM_OPTIMIZE_PRECISSION

        # default action, when no actions are avaioable
        tmp_actions = [None] # None is the default action
        blenActionDefault = None
        action_lastcompat = None

        # instead of tagging
        tagged_actions = []

        if ANIM_ACTION_ALL:
# 			bpy.data.actions.tag = False
            tmp_actions = list(bpy.data.actions)


            # find which actions are compatible with the armatures
            # blenActions is not yet initialized so do it now.
            tmp_act_count = 0
            for my_arm in ob_arms:

                # get the default name
                if not blenActionDefault:
                    blenActionDefault = my_arm.blenAction

                arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones])

                for action in tmp_actions:

                    action_chan_names = arm_bone_names.intersection( set([g.name for g in action.groups]) )
# 					action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) )

                    if action_chan_names: # at least one channel matches.
                        my_arm.blenActionList.append(action)
                        tagged_actions.append(action.name)
# 						action.tag = True
                        tmp_act_count += 1

                        # incase there is no actions applied to armatures
                        action_lastcompat = action

            if tmp_act_count:
                # unlikely to ever happen but if no actions applied to armatures, just use the last compatible armature.
                if not blenActionDefault:
                    blenActionDefault = action_lastcompat

        del action_lastcompat

        file.write('''
;Takes and animation section
;----------------------------------------------------

Takes:  {''')

        if blenActionDefault:
            file.write('\n\tCurrent: "%s"' % sane_takename(blenActionDefault))
        else:
            file.write('\n\tCurrent: "Default Take"')

        for blenAction in tmp_actions:
            # we have tagged all actious that are used be selected armatures
            if blenAction:
                if blenAction.name in tagged_actions:
# 				if blenAction.tag:
                    print('\taction: "%s" exporting...' % blenAction.name)
                else:
                    print('\taction: "%s" has no armature using it, skipping' % blenAction.name)
                    continue

            if blenAction == None:
                # Warning, this only accounts for tmp_actions being [None]
                file.write('\n\tTake: "Default Take" {')
                act_start =	start
                act_end =	end
            else:
                # use existing name
                if blenAction == blenActionDefault: # have we alredy got the name
                    file.write('\n\tTake: "%s" {' % sane_name_mapping_take[blenAction.name])
                else:
                    file.write('\n\tTake: "%s" {' % sane_takename(blenAction))

                act_start, act_end = blenAction.get_frame_range()
# 				tmp = blenAction.getFrameNumbers()
# 				if tmp:
# 					act_start =	min(tmp)
# 					act_end =	max(tmp)
# 					del tmp
# 				else:
# 					# Fallback on this, theres not much else we can do? :/
# 					# when an action has no length
# 					act_start =	start
# 					act_end =	end

                # Set the action active
                for my_bone in ob_arms:
                    if blenAction in my_bone.blenActionList:
                        ob.animation_data.action = blenAction
                        # print '\t\tSetting Action!', blenAction
                # scene.update(1)

            file.write('\n\t\tFileName: "Default_Take.tak"') # ??? - not sure why this is needed
            file.write('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
            file.write('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed

            file.write('''

        ;Models animation
        ;----------------------------------------------------''')


            # set pose data for all bones
            # do this here incase the action changes
            '''
            for my_bone in ob_bones:
                my_bone.flushAnimData()
            '''
            i = act_start
            while i <= act_end:
                scene.set_frame(i)
# 				Blender.Set('curframe', i)
                for ob_generic in ob_anim_lists:
                    for my_ob in ob_generic:
                        #Blender.Window.RedrawAll()
                        if ob_generic == ob_meshes and my_ob.fbxArm:
                            # We cant animate armature meshes!
                            pass
                        else:
                            my_ob.setPoseFrame(i)

                i+=1


            #for bonename, bone, obname, me, armob in ob_bones:
            for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms):

                for my_ob in ob_generic:

                    if ob_generic == ob_meshes and my_ob.fbxArm:
                        # do nothing,
                        pass
                    else:

                        file.write('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed
                        file.write('\n\t\t\tVersion: 1.1')
                        file.write('\n\t\t\tChannel: "Transform" {')

                        context_bone_anim_mats = [ (my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in range(act_start, act_end+1) ]

                        # ----------------
                        # ----------------
                        for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale

                            if		TX_CHAN=='T':	context_bone_anim_vecs = [mtx[0].translation_part()	for mtx in context_bone_anim_mats]
                            elif	TX_CHAN=='S':	context_bone_anim_vecs = [mtx[0].scale_part()		for mtx in context_bone_anim_mats]
                            elif	TX_CHAN=='R':
                                # Was....
                                # elif 	TX_CHAN=='R':	context_bone_anim_vecs = [mtx[1].to_euler()			for mtx in context_bone_anim_mats]
                                #
                                # ...but we need to use the previous euler for compatible conversion.
                                context_bone_anim_vecs = []
                                prev_eul = None
                                for mtx in context_bone_anim_mats:
                                    if prev_eul:	prev_eul = mtx[1].to_euler('XYZ', prev_eul)
                                    else:			prev_eul = mtx[1].to_euler()
                                    context_bone_anim_vecs.append(eulerRadToDeg(prev_eul))
# 									context_bone_anim_vecs.append(prev_eul)

                            file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation

                            for i in range(3):
                                # Loop on each axis of the bone
                                file.write('\n\t\t\t\t\tChannel: "%s" {'% ('XYZ'[i])) # translation
                                file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i] )
                                file.write('\n\t\t\t\t\t\tKeyVer: 4005')

                                if not ANIM_OPTIMIZE:
                                    # Just write all frames, simple but in-eficient
                                    file.write('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start))
                                    file.write('\n\t\t\t\t\t\tKey: ')
                                    frame = act_start
                                    while frame <= act_end:
                                        if frame!=act_start:
                                            file.write(',')

                                        # Curve types are 'C,n' for constant, 'L' for linear
                                        # C,n is for bezier? - linear is best for now so we can do simple keyframe removal
                                        file.write('\n\t\t\t\t\t\t\t%i,%.15f,L'  % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] ))
                                        frame+=1
                                else:
                                    # remove unneeded keys, j is the frame, needed when some frames are removed.
                                    context_bone_anim_keys = [ (vec[i], j) for j, vec in enumerate(context_bone_anim_vecs) ]

                                    # last frame to fisrt frame, missing 1 frame on either side.
                                    # removeing in a backwards loop is faster
                                    #for j in xrange( (act_end-act_start)-1, 0, -1 ):
                                    # j = (act_end-act_start)-1
                                    j = len(context_bone_anim_keys)-2
                                    while j > 0 and len(context_bone_anim_keys) > 2:
                                        # print j, len(context_bone_anim_keys)
                                        # Is this key the same as the ones next to it?

                                        # co-linear horizontal...
                                        if		abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j-1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and\
                                                abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j+1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:

                                            del context_bone_anim_keys[j]

                                        else:
                                            frame_range = float(context_bone_anim_keys[j+1][1] - context_bone_anim_keys[j-1][1])
                                            frame_range_fac1 = (context_bone_anim_keys[j+1][1] - context_bone_anim_keys[j][1]) / frame_range
                                            frame_range_fac2 = 1.0 - frame_range_fac1

                                            if abs(((context_bone_anim_keys[j-1][0]*frame_range_fac1 + context_bone_anim_keys[j+1][0]*frame_range_fac2)) - context_bone_anim_keys[j][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
                                                del context_bone_anim_keys[j]
                                            else:
                                                j-=1

                                        # keep the index below the list length
                                        if j > len(context_bone_anim_keys)-2:
                                            j = len(context_bone_anim_keys)-2

                                    if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]:
                                        # This axis has no moton, its okay to skip KeyCount and Keys in this case
                                        pass
                                    else:
                                        # We only need to write these if there is at least one
                                        file.write('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys))
                                        file.write('\n\t\t\t\t\t\tKey: ')
                                        for val, frame in context_bone_anim_keys:
                                            if frame != context_bone_anim_keys[0][1]: # not the first
                                                file.write(',')
                                            # frame is alredy one less then blenders frame
                                            file.write('\n\t\t\t\t\t\t\t%i,%.15f,L'  % (fbx_time(frame), val ))

                                if		i==0:	file.write('\n\t\t\t\t\t\tColor: 1,0,0')
                                elif	i==1:	file.write('\n\t\t\t\t\t\tColor: 0,1,0')
                                elif	i==2:	file.write('\n\t\t\t\t\t\tColor: 0,0,1')

                                file.write('\n\t\t\t\t\t}')
                            file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER+1) )
                            file.write('\n\t\t\t\t}')

                        # ---------------

                        file.write('\n\t\t\t}')
                        file.write('\n\t\t}')

            # end the take
            file.write('\n\t}')

            # end action loop. set original actions
            # do this after every loop incase actions effect eachother.
            for my_bone in ob_arms:
                my_bone.blenObject.animation_data.action = my_bone.blenAction

        file.write('\n}')

        scene.set_frame(frame_orig)
# 		Blender.Set('curframe', frame_orig)

    else:
        # no animation
        file.write('\n;Takes and animation section')
        file.write('\n;----------------------------------------------------')
        file.write('\n')
        file.write('\nTakes:  {')
        file.write('\n\tCurrent: ""')
        file.write('\n}')


    # write meshes animation
    #for obname, ob, mtx, me, mats, arm, armname in ob_meshes:


    # Clear mesh data Only when writing with modifiers applied
    for me in meshes_to_clear:
        bpy.data.meshes.remove(me)
# 		me.verts = None

    # --------------------------- Footer
    if world:
        m = world.mist
        has_mist = m.enabled
# 		has_mist = world.mode & 1
        mist_intense = m.intensity
        mist_start = m.start
        mist_end = m.depth
        mist_height = m.height
# 		mist_intense, mist_start, mist_end, mist_height = world.mist
        world_hor = world.horizon_color
# 		world_hor = world.hor
    else:
        has_mist = mist_intense = mist_start = mist_end = mist_height = 0
        world_hor = 0,0,0

    file.write('\n;Version 5 settings')
    file.write('\n;------------------------------------------------------------------')
    file.write('\n')
    file.write('\nVersion5:  {')
    file.write('\n\tAmbientRenderSettings:  {')
    file.write('\n\t\tVersion: 101')
    file.write('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world_amb))
    file.write('\n\t}')
    file.write('\n\tFogOptions:  {')
    file.write('\n\t\tFlogEnable: %i' % has_mist)
    file.write('\n\t\tFogMode: 0')
    file.write('\n\t\tFogDensity: %.3f' % mist_intense)
    file.write('\n\t\tFogStart: %.3f' % mist_start)
    file.write('\n\t\tFogEnd: %.3f' % mist_end)
    file.write('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world_hor))
    file.write('\n\t}')
    file.write('\n\tSettings:  {')
    file.write('\n\t\tFrameRate: "%i"' % int(fps))
    file.write('\n\t\tTimeFormat: 1')
    file.write('\n\t\tSnapOnFrames: 0')
    file.write('\n\t\tReferenceTimeIndex: -1')
    file.write('\n\t\tTimeLineStartTime: %i' % fbx_time(start-1))
    file.write('\n\t\tTimeLineStopTime: %i' % fbx_time(end-1))
    file.write('\n\t}')
    file.write('\n\tRendererSetting:  {')
    file.write('\n\t\tDefaultCamera: "Producer Perspective"')
    file.write('\n\t\tDefaultViewingMode: 0')
    file.write('\n\t}')
    file.write('\n}')
    file.write('\n')

    # Incase sombody imports this, clean up by clearing global dicts
    sane_name_mapping_ob.clear()
    sane_name_mapping_mat.clear()
    sane_name_mapping_tex.clear()

    ob_arms[:] =	[]
    ob_bones[:] =	[]
    ob_cameras[:] =	[]
    ob_lights[:] =	[]
    ob_meshes[:] =	[]
    ob_null[:] =	[]


    # copy images if enabled
# 	if EXP_IMAGE_COPY:
# # 		copy_images( basepath,  [ tex[1] for tex in textures if tex[1] != None ])
# 		bpy.util.copy_images( [ tex[1] for tex in textures if tex[1] != None ], basepath)

    print('export finished in %.4f sec.' % (time.clock() - start_time))
# 	print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time)
    return True


# --------------------------------------------
# UI Function - not a part of the exporter.
# this is to seperate the user interface from the rest of the exporter.
# from Blender import Draw, Window
EVENT_NONE = 0
EVENT_EXIT = 1
EVENT_REDRAW = 2
EVENT_FILESEL = 3

GLOBALS = {}

# export opts

def do_redraw(e,v):		GLOBALS['EVENT'] = e

# toggle between these 2, only allow one on at once
def do_obs_sel(e,v):
    GLOBALS['EVENT'] = e
    GLOBALS['EXP_OBS_SCENE'].val = 0
    GLOBALS['EXP_OBS_SELECTED'].val = 1

def do_obs_sce(e,v):
    GLOBALS['EVENT'] = e
    GLOBALS['EXP_OBS_SCENE'].val = 1
    GLOBALS['EXP_OBS_SELECTED'].val = 0

def do_batch_type_grp(e,v):
    GLOBALS['EVENT'] = e
    GLOBALS['BATCH_GROUP'].val = 1
    GLOBALS['BATCH_SCENE'].val = 0

def do_batch_type_sce(e,v):
    GLOBALS['EVENT'] = e
    GLOBALS['BATCH_GROUP'].val = 0
    GLOBALS['BATCH_SCENE'].val = 1

def do_anim_act_all(e,v):
    GLOBALS['EVENT'] = e
    GLOBALS['ANIM_ACTION_ALL'][0].val = 1
    GLOBALS['ANIM_ACTION_ALL'][1].val = 0

def do_anim_act_cur(e,v):
    if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val:
        Draw.PupMenu('Warning%t|Cant use this with batch export group option')
    else:
        GLOBALS['EVENT'] = e
        GLOBALS['ANIM_ACTION_ALL'][0].val = 0
        GLOBALS['ANIM_ACTION_ALL'][1].val = 1

def fbx_ui_exit(e,v):
    GLOBALS['EVENT'] = e

def do_help(e,v):
    url = 'http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx'
    print('Trying to open web browser with documentation at this address...')
    print('\t' + url)

    try:
        import webbrowser
        webbrowser.open(url)
    except:
        Blender.Draw.PupMenu("Error%t|Opening a webbrowser requires a full python installation")
        print('...could not open a browser window.')



# run when export is pressed
#def fbx_ui_write(e,v):
def fbx_ui_write(filename, context):

    # Dont allow overwriting files when saving normally
    if not GLOBALS['BATCH_ENABLE'].val:
        if not BPyMessages.Warning_SaveOver(filename):
            return

    GLOBALS['EVENT'] = EVENT_EXIT

    # Keep the order the same as above for simplicity
    # the [] is a dummy arg used for objects

    Blender.Window.WaitCursor(1)

    # Make the matrix
    GLOBAL_MATRIX = mtx4_identity
    GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = GLOBALS['_SCALE'].val
    if GLOBALS['_XROT90'].val:	GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX
    if GLOBALS['_YROT90'].val:	GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
    if GLOBALS['_ZROT90'].val:	GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX

    ret = write(\
        filename, None,\
        context,
        GLOBALS['EXP_OBS_SELECTED'].val,\
        GLOBALS['EXP_MESH'].val,\
        GLOBALS['EXP_MESH_APPLY_MOD'].val,\
        GLOBALS['EXP_MESH_HQ_NORMALS'].val,\
        GLOBALS['EXP_ARMATURE'].val,\
        GLOBALS['EXP_LAMP'].val,\
        GLOBALS['EXP_CAMERA'].val,\
        GLOBALS['EXP_EMPTY'].val,\
        GLOBALS['EXP_IMAGE_COPY'].val,\
        GLOBAL_MATRIX,\
        GLOBALS['ANIM_ENABLE'].val,\
        GLOBALS['ANIM_OPTIMIZE'].val,\
        GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val,\
        GLOBALS['ANIM_ACTION_ALL'][0].val,\
        GLOBALS['BATCH_ENABLE'].val,\
        GLOBALS['BATCH_GROUP'].val,\
        GLOBALS['BATCH_SCENE'].val,\
        GLOBALS['BATCH_FILE_PREFIX'].val,\
        GLOBALS['BATCH_OWN_DIR'].val,\
    )

    Blender.Window.WaitCursor(0)
    GLOBALS.clear()

    if ret == False:
        Draw.PupMenu('Error%t|Path cannot be written to!')


def fbx_ui():
    # Only to center the UI
    x,y = GLOBALS['MOUSE']
    x-=180; y-=0 # offset... just to get it centered

    Draw.Label('Export Objects...', x+20,y+165, 200, 20)

    if not GLOBALS['BATCH_ENABLE'].val:
        Draw.BeginAlign()
        GLOBALS['EXP_OBS_SELECTED'] =	Draw.Toggle('Selected Objects',	EVENT_REDRAW, x+20,  y+145, 160, 20, GLOBALS['EXP_OBS_SELECTED'].val,	'Export selected objects on visible layers', do_obs_sel)
        GLOBALS['EXP_OBS_SCENE'] =		Draw.Toggle('Scene Objects',	EVENT_REDRAW, x+180,  y+145, 160, 20, GLOBALS['EXP_OBS_SCENE'].val,		'Export all objects in this scene', do_obs_sce)
        Draw.EndAlign()

    Draw.BeginAlign()
    GLOBALS['_SCALE'] =		Draw.Number('Scale:',	EVENT_NONE, x+20, y+120, 140, 20, GLOBALS['_SCALE'].val,	0.01, 1000.0, 'Scale all data, (Note! some imports dont support scaled armatures)')
    GLOBALS['_XROT90'] =	Draw.Toggle('Rot X90',	EVENT_NONE, x+160, y+120, 60, 20, GLOBALS['_XROT90'].val,		'Rotate all objects 90 degrees about the X axis')
    GLOBALS['_YROT90'] =	Draw.Toggle('Rot Y90',	EVENT_NONE, x+220, y+120, 60, 20, GLOBALS['_YROT90'].val,		'Rotate all objects 90 degrees about the Y axis')
    GLOBALS['_ZROT90'] =	Draw.Toggle('Rot Z90',	EVENT_NONE, x+280, y+120, 60, 20, GLOBALS['_ZROT90'].val,		'Rotate all objects 90 degrees about the Z axis')
    Draw.EndAlign()

    y -= 35

    Draw.BeginAlign()
    GLOBALS['EXP_EMPTY'] =		Draw.Toggle('Empty',	EVENT_NONE, x+20, y+120, 60, 20, GLOBALS['EXP_EMPTY'].val,		'Export empty objects')
    GLOBALS['EXP_CAMERA'] =		Draw.Toggle('Camera',	EVENT_NONE, x+80, y+120, 60, 20, GLOBALS['EXP_CAMERA'].val,		'Export camera objects')
    GLOBALS['EXP_LAMP'] =		Draw.Toggle('Lamp',		EVENT_NONE, x+140, y+120, 60, 20, GLOBALS['EXP_LAMP'].val,		'Export lamp objects')
    GLOBALS['EXP_ARMATURE'] =	Draw.Toggle('Armature',	EVENT_NONE, x+200,  y+120, 60, 20, GLOBALS['EXP_ARMATURE'].val,	'Export armature objects')
    GLOBALS['EXP_MESH'] =		Draw.Toggle('Mesh',		EVENT_REDRAW, x+260,  y+120, 80, 20, GLOBALS['EXP_MESH'].val,	'Export mesh objects', do_redraw) #, do_axis_z)
    Draw.EndAlign()

    if GLOBALS['EXP_MESH'].val:
        # below mesh but
        Draw.BeginAlign()
        GLOBALS['EXP_MESH_APPLY_MOD'] =		Draw.Toggle('Modifiers',	EVENT_NONE, x+260,  y+100, 80, 20, GLOBALS['EXP_MESH_APPLY_MOD'].val,		'Apply modifiers to mesh objects') #, do_axis_z)
        GLOBALS['EXP_MESH_HQ_NORMALS'] =	Draw.Toggle('HQ Normals',		EVENT_NONE, x+260,  y+80, 80, 20, GLOBALS['EXP_MESH_HQ_NORMALS'].val,		'Generate high quality normals') #, do_axis_z)
        Draw.EndAlign()

    GLOBALS['EXP_IMAGE_COPY'] =		Draw.Toggle('Copy Image Files',	EVENT_NONE, x+20, y+80, 160, 20, GLOBALS['EXP_IMAGE_COPY'].val,		'Copy image files to the destination path') #, do_axis_z)


    Draw.Label('Export Armature Animation...', x+20,y+45, 300, 20)

    GLOBALS['ANIM_ENABLE'] =	Draw.Toggle('Enable Animation',		EVENT_REDRAW, x+20,  y+25, 160, 20, GLOBALS['ANIM_ENABLE'].val,		'Export keyframe animation', do_redraw)
    if GLOBALS['ANIM_ENABLE'].val:
        Draw.BeginAlign()
        GLOBALS['ANIM_OPTIMIZE'] =				Draw.Toggle('Optimize Keyframes',	EVENT_REDRAW, x+20,  y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE'].val,	'Remove double keyframes', do_redraw)
        if GLOBALS['ANIM_OPTIMIZE'].val:
            GLOBALS['ANIM_OPTIMIZE_PRECISSION'] =	Draw.Number('Precission: ',			EVENT_NONE, x+180,  y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val,	1, 16, 'Tolerence for comparing double keyframes (higher for greater accuracy)')
        Draw.EndAlign()

        Draw.BeginAlign()
        GLOBALS['ANIM_ACTION_ALL'][1] =	Draw.Toggle('Current Action',	EVENT_REDRAW, x+20, y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][1].val,		'Use actions currently applied to the armatures (use scene start/end frame)', do_anim_act_cur)
        GLOBALS['ANIM_ACTION_ALL'][0] =		Draw.Toggle('All Actions',	EVENT_REDRAW, x+180,y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][0].val,		'Use all actions for armatures', do_anim_act_all)
        Draw.EndAlign()


    Draw.Label('Export Batch...', x+20,y-60, 300, 20)
    GLOBALS['BATCH_ENABLE'] =	Draw.Toggle('Enable Batch',		EVENT_REDRAW, x+20,  y-80, 160, 20, GLOBALS['BATCH_ENABLE'].val,		'Automate exporting multiple scenes or groups to files', do_redraw)

    if GLOBALS['BATCH_ENABLE'].val:
        Draw.BeginAlign()
        GLOBALS['BATCH_GROUP'] =	Draw.Toggle('Group > File',	EVENT_REDRAW, x+20,  y-105, 160, 20, GLOBALS['BATCH_GROUP'].val,		'Export each group as an FBX file', do_batch_type_grp)
        GLOBALS['BATCH_SCENE'] =	Draw.Toggle('Scene > File',	EVENT_REDRAW, x+180,  y-105, 160, 20, GLOBALS['BATCH_SCENE'].val,	'Export each scene as an FBX file', do_batch_type_sce)

        # Own dir requires OS module
        if os:
            GLOBALS['BATCH_OWN_DIR'] =		Draw.Toggle('Own Dir',	EVENT_NONE, x+20,  y-125, 80, 20, GLOBALS['BATCH_OWN_DIR'].val,		'Create a dir for each exported file')
            GLOBALS['BATCH_FILE_PREFIX'] =	Draw.String('Prefix: ',	EVENT_NONE, x+100,  y-125, 240, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64,	'Prefix each file with this name ')
        else:
            GLOBALS['BATCH_FILE_PREFIX'] =	Draw.String('Prefix: ',	EVENT_NONE, x+20,  y-125, 320, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64,	'Prefix each file with this name ')


        Draw.EndAlign()

    #y+=80

    '''
    Draw.BeginAlign()
    GLOBALS['FILENAME'] =	Draw.String('path: ',	EVENT_NONE, x+20,  y-170, 300, 20, GLOBALS['FILENAME'].val, 64,	'Prefix each file with this name ')
    Draw.PushButton('..',	EVENT_FILESEL, x+320,  y-170, 20, 20,		'Select the path', do_redraw)
    '''
    # Until batch is added
    #


    #Draw.BeginAlign()
    Draw.PushButton('Online Help',	EVENT_REDRAW, x+20, y-160, 100, 20,	'Open online help in a browser window', do_help)
    Draw.PushButton('Cancel',		EVENT_EXIT, x+130, y-160, 100, 20,	'Exit the exporter', fbx_ui_exit)
    Draw.PushButton('Export',		EVENT_FILESEL, x+240, y-160, 100, 20,	'Export the fbx file', do_redraw)

    #Draw.PushButton('Export',	EVENT_EXIT, x+180, y-160, 160, 20,	'Export the fbx file', fbx_ui_write)
    #Draw.EndAlign()

    # exit when mouse out of the view?
    # GLOBALS['EVENT'] = EVENT_EXIT

#def write_ui(filename):
def write_ui():

    # globals
    GLOBALS['EVENT'] = EVENT_REDRAW
    #GLOBALS['MOUSE'] = Window.GetMouseCoords()
    GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
    GLOBALS['FILENAME'] = ''
    '''
    # IF called from the fileselector
    if filename == None:
        GLOBALS['FILENAME'] = filename # Draw.Create(Blender.sys.makename(ext='.fbx'))
    else:
        GLOBALS['FILENAME'].val = filename
    '''
    GLOBALS['EXP_OBS_SELECTED'] =			Draw.Create(1) # dont need 2 variables but just do this for clarity
    GLOBALS['EXP_OBS_SCENE'] =				Draw.Create(0)

    GLOBALS['EXP_MESH'] =					Draw.Create(1)
    GLOBALS['EXP_MESH_APPLY_MOD'] =			Draw.Create(1)
    GLOBALS['EXP_MESH_HQ_NORMALS'] =		Draw.Create(0)
    GLOBALS['EXP_ARMATURE'] =				Draw.Create(1)
    GLOBALS['EXP_LAMP'] =					Draw.Create(1)
    GLOBALS['EXP_CAMERA'] =					Draw.Create(1)
    GLOBALS['EXP_EMPTY'] =					Draw.Create(1)
    GLOBALS['EXP_IMAGE_COPY'] =				Draw.Create(0)
    # animation opts
    GLOBALS['ANIM_ENABLE'] =				Draw.Create(1)
    GLOBALS['ANIM_OPTIMIZE'] =				Draw.Create(1)
    GLOBALS['ANIM_OPTIMIZE_PRECISSION'] =	Draw.Create(4) # decimal places
    GLOBALS['ANIM_ACTION_ALL'] =			[Draw.Create(0), Draw.Create(1)] # not just the current action

    # batch export options
    GLOBALS['BATCH_ENABLE'] =				Draw.Create(0)
    GLOBALS['BATCH_GROUP'] =				Draw.Create(1) # cant have both of these enabled at once.
    GLOBALS['BATCH_SCENE'] =				Draw.Create(0) # see above
    GLOBALS['BATCH_FILE_PREFIX'] =			Draw.Create(Blender.sys.makename(ext='_').split('\\')[-1].split('/')[-1])
    GLOBALS['BATCH_OWN_DIR'] =				Draw.Create(0)
    # done setting globals

    # Used by the user interface
    GLOBALS['_SCALE'] =						Draw.Create(1.0)
    GLOBALS['_XROT90'] =					Draw.Create(True)
    GLOBALS['_YROT90'] =					Draw.Create(False)
    GLOBALS['_ZROT90'] =					Draw.Create(False)

    # best not do move the cursor
    # Window.SetMouseCoords(*[i/2 for i in Window.GetScreenSize()])

    # hack so the toggle buttons redraw. this is not nice at all
    while GLOBALS['EVENT'] != EVENT_EXIT:

        if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val and GLOBALS['ANIM_ACTION_ALL'][1].val:
            #Draw.PupMenu("Warning%t|Cant batch export groups with 'Current Action' ")
            GLOBALS['ANIM_ACTION_ALL'][0].val = 1
            GLOBALS['ANIM_ACTION_ALL'][1].val = 0

        if GLOBALS['EVENT'] == EVENT_FILESEL:
            if GLOBALS['BATCH_ENABLE'].val:
                txt = 'Batch FBX Dir'
                name = Blender.sys.expandpath('//')
            else:
                txt = 'Export FBX'
                name = Blender.sys.makename(ext='.fbx')

            Blender.Window.FileSelector(fbx_ui_write, txt, name)
            #fbx_ui_write('/test.fbx')
            break

        Draw.UIBlock(fbx_ui, 0)


    # GLOBALS.clear()
from bpy.props import *
class ExportFBX(bpy.types.Operator):
    '''Selection to an ASCII Autodesk FBX'''
    bl_idname = "export.fbx"
    bl_label = "Export FBX"

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator settings before calling.


    path = StringProperty(name="File Path", description="File path used for exporting the FBX file", maxlen= 1024, default="")
    check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'})

    EXP_OBS_SELECTED = BoolProperty(name="Selected Objects", description="Export selected objects on visible layers", default=True)
# 	EXP_OBS_SCENE = BoolProperty(name="Scene Objects", description="Export all objects in this scene", default=True)
    TX_SCALE = FloatProperty(name="Scale", description="Scale all data, (Note! some imports dont support scaled armatures)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0)
    TX_XROT90 = BoolProperty(name="Rot X90", description="Rotate all objects 90 degrees about the X axis", default=True)
    TX_YROT90 = BoolProperty(name="Rot Y90", description="Rotate all objects 90 degrees about the Y axis", default=False)
    TX_ZROT90 = BoolProperty(name="Rot Z90", description="Rotate all objects 90 degrees about the Z axis", default=False)
    EXP_EMPTY = BoolProperty(name="Empties", description="Export empty objects", default=True)
    EXP_CAMERA = BoolProperty(name="Cameras", description="Export camera objects", default=True)
    EXP_LAMP = BoolProperty(name="Lamps", description="Export lamp objects", default=True)
    EXP_ARMATURE = BoolProperty(name="Armatures", description="Export armature objects", default=True)
    EXP_MESH = BoolProperty(name="Meshes", description="Export mesh objects", default=True)
    EXP_MESH_APPLY_MOD = BoolProperty(name="Modifiers", description="Apply modifiers to mesh objects", default=True)
    EXP_MESH_HQ_NORMALS = BoolProperty(name="HQ Normals", description="Generate high quality normals", default=True)
    EXP_IMAGE_COPY = BoolProperty(name="Copy Image Files", description="Copy image files to the destination path", default=False)
    # armature animation
    ANIM_ENABLE = BoolProperty(name="Enable Animation", description="Export keyframe animation", default=True)
    ANIM_OPTIMIZE = BoolProperty(name="Optimize Keyframes", description="Remove double keyframes", default=True)
    ANIM_OPTIMIZE_PRECISSION = 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)
# 	ANIM_ACTION_ALL = BoolProperty(name="Current Action", description="Use actions currently applied to the armatures (use scene start/end frame)", default=True)
    ANIM_ACTION_ALL = BoolProperty(name="All Actions", description="Use all actions for armatures, if false, use current action", default=False)
    # batch
    BATCH_ENABLE = BoolProperty(name="Enable Batch", description="Automate exporting multiple scenes or groups to files", default=False)
    BATCH_GROUP = BoolProperty(name="Group > File", description="Export each group as an FBX file, if false, export each scene as an FBX file", default=False)
    BATCH_OWN_DIR = BoolProperty(name="Own Dir", description="Create a dir for each exported file", default=True)
    BATCH_FILE_PREFIX = StringProperty(name="Prefix", description="Prefix each file with this name", maxlen=1024, default="")


    def poll(self, context):
        return context.active_object

    def execute(self, context):
        if not self.properties.path:
            raise Exception("path not set")

        GLOBAL_MATRIX = mtx4_identity
        GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = self.properties.TX_SCALE
        if self.properties.TX_XROT90: GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX
        if self.properties.TX_YROT90: GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
        if self.properties.TX_ZROT90: GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX

        write(self.properties.path,
              None, # XXX
              context,
              self.properties.EXP_OBS_SELECTED,
              self.properties.EXP_MESH,
              self.properties.EXP_MESH_APPLY_MOD,
# 			  self.properties.EXP_MESH_HQ_NORMALS,
              self.properties.EXP_ARMATURE,
              self.properties.EXP_LAMP,
              self.properties.EXP_CAMERA,
              self.properties.EXP_EMPTY,
              self.properties.EXP_IMAGE_COPY,
              GLOBAL_MATRIX,
              self.properties.ANIM_ENABLE,
              self.properties.ANIM_OPTIMIZE,
              self.properties.ANIM_OPTIMIZE_PRECISSION,
              self.properties.ANIM_ACTION_ALL,
              self.properties.BATCH_ENABLE,
              self.properties.BATCH_GROUP,
              self.properties.BATCH_FILE_PREFIX,
              self.properties.BATCH_OWN_DIR)

        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.manager
        wm.add_fileselect(self)
        return {'RUNNING_MODAL'}




# if __name__ == "__main__":
# 	bpy.ops.EXPORT_OT_ply(filename="/tmp/test.ply")


# NOTES (all line numbers correspond to original export_fbx.py (under release/scripts)
# - Draw.PupMenu alternative in 2.5?, temporarily replaced PupMenu with print
# - get rid of bpy.utils.clean_name somehow
# + fixed: isinstance(inst, bpy.types.*) doesn't work on RNA objects: line 565
# + get rid of BPyObject_getObjectArmature, move it in RNA?
# - BATCH_ENABLE and BATCH_GROUP options: line 327
# - implement all BPyMesh_* used here with RNA
# - getDerivedObjects is not fully replicated with .dupli* funcs
# - talk to Campbell, this code won't work? lines 1867-1875
# - don't know what those colbits are, do we need them? they're said to be deprecated in DNA_object_types.h: 1886-1893
# - no hq normals: 1900-1901

# TODO

# - bpy.data.remove_scene: line 366
# - bpy.sys.time move to bpy.sys.util?
# - new scene creation, activation: lines 327-342, 368
# - uses bpy.utils.expandpath, *.relpath - replace at least relpath

# SMALL or COSMETICAL
# - find a way to get blender version, and put it in bpy.util?, old was Blender.Get('version')


def menu_func(self, context):
    default_path = bpy.data.filename.replace(".blend", ".fbx")
    self.layout.operator(ExportFBX.bl_idname, text="Autodesk FBX (.fbx)").path = default_path


def register():
    bpy.types.register(ExportFBX)
    bpy.types.INFO_MT_file_export.append(menu_func)


def unregister():
    bpy.types.unregister(ExportFBX)
    bpy.types.INFO_MT_file_export.remove(menu_func)

if __name__ == "__main__":
    register()
