# Exporting multiple meshes individually at once

I need to export around 200 meshes into FBX, individually, organized with object names. The old method I used before was creating an export preset and export them one-by-one, with the right names. That was bearable with 70 meshes, but rather frustrating with anything beyond.

So my question is the given: Can I export 200 meshes into 200 files with their object names as names?

I have a few complex, animated meshes that I would rather export the old-fashioned way, but if I could skip the other 190 meshes, that would be sweet.

• Too little information for writing a script. No list of FBX settings you need, no principles by which objects are meant to be determined by the script for the separate export. Too many probabilities, I'm afraid. Mar 15, 2020 at 16:03
• You are right. I didn't specifi that I need to export them 1.00 Scale, apllied Local Scales with -Z forward / Y up and applied Unit and Transform. I'm sorry for the lack of information. Mar 16, 2020 at 16:54

Addon based on this answer, adapted to export all meshes in selection to single fbx files.

# ##### 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
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#  GNU General Public License for more details.
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#  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>

bl_info = {
"name": "Batch export FBX files",
"author": "brockmann",
"version": (0, 1, 0),
"blender": (2, 80, 0),
"location": "File > Import-Export",
"description": "Batch Export Objects in Selection to FBX",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "Import-Export"}

import bpy
import os

from bpy_extras.io_utils import ExportHelper

from bpy.props import (BoolProperty,
FloatProperty,
StringProperty,
EnumProperty,
CollectionProperty
)

class Batch_FBX_Export(bpy.types.Operator, ExportHelper):
"""Batch export objects to fbx files"""
bl_idname = "export_scene.batch_fbx"
bl_label = "Batch export FBX"
bl_options = {'PRESET', 'UNDO'}

# ExportHelper mixin class uses this
filename_ext = ".fbx"

filter_glob = StringProperty(
default="*.fbx",
options={'HIDDEN'},
)

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

# context group
use_selection_setting: BoolProperty(
name="Selection Only",
description="Export selected objects only",
default=True,
)

use_mesh_modifiers_setting: BoolProperty(
name="Apply Modifiers",
description="Apply modifiers (preview resolution)",
default=True,
)
axis_forward_setting: EnumProperty(
name="Forward",
items=(('X', "X Forward", ""),
('Y', "Y Forward", ""),
('Z', "Z Forward", ""),
('-X', "-X Forward", ""),
('-Y', "-Y Forward", ""),
('-Z', "-Z Forward", ""),
),
default='-Z',
)
axis_up_setting: EnumProperty(
name="Up",
items=(('X', "X Up", ""),
('Y', "Y Up", ""),
('Z', "Z Up", ""),
('-X', "-X Up", ""),
('-Y', "-Y Up", ""),
('-Z', "-Z Up", ""),
),
default='Y',
)
global_scale_setting: FloatProperty(
name="Scale",
min=0.01, max=1000.0,
default=1.0,
)

def execute(self, context):

# get the folder
folder_path = os.path.dirname(self.filepath)

# get objects selected in the viewport
viewport_selection = context.selected_objects

# get export objects
obj_export_list = viewport_selection
if self.use_selection_setting == False:
obj_export_list = [i for i in context.scene.objects]

# deselect all objects
bpy.ops.object.select_all(action='DESELECT')

for item in obj_export_list:
item.select_set(True)
if item.type == 'MESH':
file_path = os.path.join(folder_path, "{}.fbx".format(item.name))

# FBX settings
bpy.ops.export_scene.fbx(
filepath=file_path,
use_selection=self.use_selection_setting,
use_active_collection=False,
global_scale=self.global_scale_setting,
apply_unit_scale=True,
apply_scale_options='FBX_SCALE_NONE',
bake_space_transform=False,
object_types={'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE', 'MESH', 'OTHER'},
use_mesh_modifiers=self.use_mesh_modifiers_setting,
use_mesh_modifiers_render=True,
mesh_smooth_type='OFF',
use_subsurf=False,
use_mesh_edges=False,
use_tspace=False,
use_custom_props=False,
secondary_bone_axis='X',
use_armature_deform_only=False,
armature_nodetype='NULL',
bake_anim=True,
bake_anim_use_all_bones=True,
bake_anim_use_nla_strips=True,
bake_anim_use_all_actions=True,
bake_anim_force_startend_keying=True,
bake_anim_step=1,
bake_anim_simplify_factor=1,
path_mode='AUTO',
embed_textures=False,
batch_mode='OFF',
use_batch_own_dir=True,
axis_forward=self.axis_forward_setting,
axis_up=self.axis_up_setting
)

item.select_set(False)

# restore viewport selection
for ob in viewport_selection:
ob.select_set(True)

return {'FINISHED'}

# Only needed if you want to add into a dynamic menu
self.layout.operator(Batch_FBX_Export.bl_idname, text="FBX Batch Export (.fbx)")

def register():
bpy.utils.register_class(Batch_FBX_Export)

def unregister():
bpy.utils.unregister_class(Batch_FBX_Export)

if __name__ == "__main__":
register()

# test call
#bpy.ops.export_scene.batch_fbx('INVOKE_DEFAULT')


I added all possible arguments of the fbx operator (line 125), you can change them or add new properties to the operator, wasn't sure.

• Works like a charm. Out of the two answers this works the intended way, as it is easily customizable. Thank you for your assistance! You got the bounty! Mar 16, 2020 at 17:04
• Only question I have is how can I delete export options? I didn't get the desired effect on the first try and after altering a thing or two I ran the script again and now I have 2 of them. Mar 16, 2020 at 17:14
• Cool @505Legion Easy, no problem to edit the script, just let me know. Install it like any other add-on instead of running the script in the text editor (because it is an add-on actually). Save the script as eg. io_export_batch_fbx.py using a text editor of your choice, in Blender User Prefs > Addons > Install. What else? Mar 16, 2020 at 17:38
• Here is a screenshot of my problem, as it might have been a bit misleading. imgur.com/fiRjQ3u As you can see I have 2 individual FBX Batch Export, an FBX Batch Export 2 and an FBX Batch Export for Unity. At first I expected that running the script will override the previous one, instead created a clone, so to make sure I'm using the altered one, I ran it again (added the number "2" to its name). After that I ran it with the actual name I needed it with ("for Unity"). I want to keep the latest one, but would like to get rid of the rest. How can I do so? Mar 16, 2020 at 17:42
• Seems like your solution (saving and using it as add-on) worked just fine, I just had to restart Blender facepalm. Now all the duplicate options are gone. I have no other complaints about the script. Thank you once more. Mar 16, 2020 at 17:57
1. Save your blend file in the directory you want the objects to be in.
2. Head over to the Scripting workspace
3. In the editor window: Templates -> Python -> Batch Export
4. Select all objects that you want to export
5. Run the script with the Play button
• Smart! (no more to say but needed 15 chars to add the comment) Mar 15, 2020 at 17:18
• It worked, but sadly it appears I gave you too few information on the way how these are supposed to be exported (as later commented) and the other answer gave a better result as that is greatly customizable. Your answer is still a viable option and I'll keep it in mind. Thank you very much! Mar 16, 2020 at 17:07

Just Tick Obj Groups And Untick Others

• The question is about exporting to fbx, not obj (yes, they are different). More than that, options you mention don't mean exporting each object into its own file, rather exporting multiple objects to one file and keeping objects as separate (not joined into one) Oct 29, 2021 at 16:13