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Mirror of the latest md3 export script that works with blender 2.78b
#Updates for Blender 2.6X by Derek McPherson
# Credits: https://forums.duke4.net/topic/5358-blender-27-md3-export-script/
bl_info = {
"name": "MD3 (+shaders)",
"author": "Derek McPherson, Xembie, PhaethonH, Bob Holcomb, Damien McGinnes, Robert (Tr3B) Beckebans",
"version": (1,6),# March the twenty first, twenty twelve.
"blender": (2, 6, 2),
"api": 36991,
"location": "File > Export > Quake Model 3 (.md3)",
"description": "Export mesh Quake Model 3 (.md3)",
"warning": "",
"wiki_url": "",
"tracker_url": "http://www.katsbits.com/smforum/index.php?topic=275.0",
"category": "Import-Export"}
import bpy, struct, math, os, time
MAX_QPATH = 64
MD3_IDENT = "IDP3"
MD3_VERSION = 15
MD3_MAX_TAGS = 16
MD3_MAX_SURFACES = 32
MD3_MAX_FRAMES = 1024
MD3_MAX_SHADERS = 256
MD3_MAX_VERTICES = 4096
MD3_MAX_TRIANGLES = 8192
MD3_XYZ_SCALE = 64.0
class md3Vert:
xyz = []
normal = 0
binaryFormat = "<3hH"
def __init__(self):
self.xyz = [0.0, 0.0, 0.0]
self.normal = 0
def GetSize(self):
return struct.calcsize(self.binaryFormat)
# copied from PhaethonH <phaethon@linux.ucla.edu> md3.py
def Decode(self, latlng):
lat = (latlng >> 8) & 0xFF;
lng = (latlng) & 0xFF;
lat *= math.pi / 128;
lng *= math.pi / 128;
x = math.cos(lat) * math.sin(lng)
y = math.sin(lat) * math.sin(lng)
z = math.cos(lng)
retval = [ x, y, z ]
return retval
# copied from PhaethonH <phaethon@linux.ucla.edu> md3.py
def Encode(self, normal):
x = normal[0]
y = normal[1]
z = normal[2]
# normalize
l = math.sqrt((x*x) + (y*y) + (z*z))
if l == 0:
return 0
x = x/l
y = y/l
z = z/l
if (x == 0.0) & (y == 0.0) :
if z > 0.0:
return 0
else:
return (128 << 8)
lng = math.acos(z) * 255 / (2 * math.pi)
lat = math.atan2(y, x) * 255 / (2 * math.pi)
retval = ((int(lat) & 0xFF) << 8) | (int(lng) & 0xFF)
return retval
def Save(self, file):
tmpData = [0] * 4
tmpData[0] = int(self.xyz[0] * MD3_XYZ_SCALE)
tmpData[1] = int(self.xyz[1] * MD3_XYZ_SCALE)
tmpData[2] = int(self.xyz[2] * MD3_XYZ_SCALE)
tmpData[3] = self.normal
data = struct.pack(self.binaryFormat, tmpData[0], tmpData[1], tmpData[2], tmpData[3])
file.write(data)
class md3TexCoord:
u = 0.0
v = 0.0
binaryFormat = "<2f"
def __init__(self):
self.u = 0.0
self.v = 0.0
def GetSize(self):
return struct.calcsize(self.binaryFormat)
def Save(self, file):
tmpData = [0] * 2
tmpData[0] = self.u
tmpData[1] = 1.0 - self.v
data = struct.pack(self.binaryFormat, tmpData[0], tmpData[1])
file.write(data)
class md3Triangle:
indexes = []
binaryFormat = "<3i"
def __init__(self):
self.indexes = [ 0, 0, 0 ]
def GetSize(self):
return struct.calcsize(self.binaryFormat)
def Save(self, file):
tmpData = [0] * 3
tmpData[0] = self.indexes[0]
tmpData[1] = self.indexes[2] # reverse
tmpData[2] = self.indexes[1] # reverse
data = struct.pack(self.binaryFormat,tmpData[0], tmpData[1], tmpData[2])
file.write(data)
class md3Shader:
name = ""
index = 0
binaryFormat = "<%dsi" % MAX_QPATH
def __init__(self):
self.name = ""
self.index = 0
def GetSize(self):
return struct.calcsize(self.binaryFormat)
def Save(self, file):
tmpData = [0] * 2
tmpData[0] = str.encode(self.name)
tmpData[1] = self.index
data = struct.pack(self.binaryFormat, tmpData[0], tmpData[1])
file.write(data)
class md3Surface:
ident = ""
name = ""
flags = 0
numFrames = 0
numShaders = 0
numVerts = 0
numTriangles = 0
ofsTriangles = 0
ofsShaders = 0
ofsUV = 0
ofsVerts = 0
ofsEnd = 0
shaders = []
triangles = []
uv = []
verts = []
binaryFormat = "<4s%ds10i" % MAX_QPATH # 1 int, name, then 10 ints
def __init__(self):
self.ident = ""
self.name = ""
self.flags = 0
self.numFrames = 0
self.numShaders = 0
self.numVerts = 0
self.numTriangles = 0
self.ofsTriangles = 0
self.ofsShaders = 0
self.ofsUV = 0
self.ofsVerts = 0
self.ofsEnd
self.shaders = []
self.triangles = []
self.uv = []
self.verts = []
def GetSize(self):
sz = struct.calcsize(self.binaryFormat)
self.ofsTriangles = sz
for t in self.triangles:
sz += t.GetSize()
self.ofsShaders = sz
for s in self.shaders:
sz += s.GetSize()
self.ofsUV = sz
for u in self.uv:
sz += u.GetSize()
self.ofsVerts = sz
for v in self.verts:
sz += v.GetSize()
self.ofsEnd = sz
return self.ofsEnd
def Save(self, file):
self.GetSize()
tmpData = [0] * 12
tmpData[0] = str.encode(self.ident)
tmpData[1] = str.encode(self.name)
tmpData[2] = self.flags
tmpData[3] = self.numFrames
tmpData[4] = self.numShaders
tmpData[5] = self.numVerts
tmpData[6] = self.numTriangles
tmpData[7] = self.ofsTriangles
tmpData[8] = self.ofsShaders
tmpData[9] = self.ofsUV
tmpData[10] = self.ofsVerts
tmpData[11] = self.ofsEnd
data = struct.pack(self.binaryFormat, tmpData[0],tmpData[1],tmpData[2],tmpData[3],tmpData[4],tmpData[5],tmpData[6],tmpData[7],tmpData[8],tmpData[9],tmpData[10],tmpData[11])
file.write(data)
# write the tri data
for t in self.triangles:
t.Save(file)
# save the shader coordinates
for s in self.shaders:
s.Save(file)
# save the uv info
for u in self.uv:
u.Save(file)
# save the verts
for v in self.verts:
v.Save(file)
class md3Tag:
name = ""
origin = []
axis = []
binaryFormat="<%ds3f9f" % MAX_QPATH
def __init__(self):
self.name = ""
self.origin = [0, 0, 0]
self.axis = [0, 0, 0, 0, 0, 0, 0, 0, 0]
def GetSize(self):
return struct.calcsize(self.binaryFormat)
def Save(self, file):
tmpData = [0] * 13
tmpData[0] = str.encode(self.name)
tmpData[1] = float(self.origin[0])
tmpData[2] = float(self.origin[1])
tmpData[3] = float(self.origin[2])
tmpData[4] = float(self.axis[0])
tmpData[5] = float(self.axis[1])
tmpData[6] = float(self.axis[2])
tmpData[7] = float(self.axis[3])
tmpData[8] = float(self.axis[4])
tmpData[9] = float(self.axis[5])
tmpData[10] = float(self.axis[6])
tmpData[11] = float(self.axis[7])
tmpData[12] = float(self.axis[8])
data = struct.pack(self.binaryFormat, tmpData[0],tmpData[1],tmpData[2],tmpData[3],tmpData[4],tmpData[5],tmpData[6], tmpData[7], tmpData[8], tmpData[9], tmpData[10], tmpData[11], tmpData[12])
file.write(data)
class md3Frame:
mins = 0
maxs = 0
localOrigin = 0
radius = 0.0
name = ""
binaryFormat="<3f3f3ff16s"
def __init__(self):
self.mins = [0, 0, 0]
self.maxs = [0, 0, 0]
self.localOrigin = [0, 0, 0]
self.radius = 0.0
self.name = ""
def GetSize(self):
return struct.calcsize(self.binaryFormat)
def Save(self, file):
tmpData = [0] * 11
tmpData[0] = self.mins[0]
tmpData[1] = self.mins[1]
tmpData[2] = self.mins[2]
tmpData[3] = self.maxs[0]
tmpData[4] = self.maxs[1]
tmpData[5] = self.maxs[2]
tmpData[6] = self.localOrigin[0]
tmpData[7] = self.localOrigin[1]
tmpData[8] = self.localOrigin[2]
tmpData[9] = self.radius
tmpData[10] = str.encode("frame" + self.name)
data = struct.pack(self.binaryFormat, tmpData[0],tmpData[1],tmpData[2],tmpData[3],tmpData[4],tmpData[5],tmpData[6],tmpData[7], tmpData[8], tmpData[9], tmpData[10])
file.write(data)
class md3Object:
# header structure
ident = "" # this is used to identify the file (must be IDP3)
version = 0 # the version number of the file (Must be 15)
name = ""
flags = 0
numFrames = 0
numTags = 0
numSurfaces = 0
numSkins = 0
ofsFrames = 0
ofsTags = 0
ofsSurfaces = 0
ofsEnd = 0
frames = []
tags = []
surfaces = []
binaryFormat="<4si%ds9i" % MAX_QPATH # little-endian (<), 17 integers (17i)
def __init__(self):
self.ident = 0
self.version = 0
self.name = ""
self.flags = 0
self.numFrames = 0
self.numTags = 0
self.numSurfaces = 0
self.numSkins = 0
self.ofsFrames = 0
self.ofsTags = 0
self.ofsSurfaces = 0
self.ofsEnd = 0
self.frames = []
self.tags = []
self.surfaces = []
def GetSize(self):
self.ofsFrames = struct.calcsize(self.binaryFormat)
self.ofsTags = self.ofsFrames
for f in self.frames:
self.ofsTags += f.GetSize()
self.ofsSurfaces += self.ofsTags
for t in self.tags:
self.ofsSurfaces += t.GetSize()
self.ofsEnd = self.ofsSurfaces
for s in self.surfaces:
self.ofsEnd += s.GetSize()
return self.ofsEnd
def Save(self, file):
self.GetSize()
tmpData = [0] * 12
tmpData[0] = str.encode(self.ident)
tmpData[1] = self.version
tmpData[2] = str.encode(self.name)
tmpData[3] = self.flags
tmpData[4] = self.numFrames
tmpData[5] = self.numTags
tmpData[6] = self.numSurfaces
tmpData[7] = self.numSkins
tmpData[8] = self.ofsFrames
tmpData[9] = self.ofsTags
tmpData[10] = self.ofsSurfaces
tmpData[11] = self.ofsEnd
data = struct.pack(self.binaryFormat, tmpData[0],tmpData[1],tmpData[2],tmpData[3],tmpData[4],tmpData[5],tmpData[6],tmpData[7], tmpData[8], tmpData[9], tmpData[10], tmpData[11])
file.write(data)
for f in self.frames:
f.Save(file)
for t in self.tags:
t.Save(file)
for s in self.surfaces:
s.Save(file)
def message(log,msg):
if log:
log.write(msg + "\n")
else:
print(msg)
class md3Settings:
def __init__(self,
savepath,
name,
logtype,
dumpall=False,
scale=1.0,
offsetx=0.0,
offsety=0.0,
offsetz=0.0):
self.savepath = savepath
self.name = name
self.logtype = logtype
self.dumpall = dumpall
self.scale = scale
self.offsetx = offsetx
self.offsety = offsety
self.offsetz = offsetz
def print_md3(log,md3,dumpall):
message(log,"Header Information")
message(log,"Ident: " + str(md3.ident))
message(log,"Version: " + str(md3.version))
message(log,"Name: " + md3.name)
message(log,"Flags: " + str(md3.flags))
message(log,"Number of Frames: " + str(md3.numFrames))
message(log,"Number of Tags: " + str(md3.numTags))
message(log,"Number of Surfaces: " + str(md3.numSurfaces))
message(log,"Number of Skins: " + str(md3.numSkins))
message(log,"Offset Frames: " + str(md3.ofsFrames))
message(log,"Offset Tags: " + str(md3.ofsTags))
message(log,"Offset Surfaces: " + str(md3.ofsSurfaces))
message(log,"Offset end: " + str(md3.ofsEnd))
if dumpall:
message(log,"Frames:")
for f in md3.frames:
message(log," Mins: " + str(f.mins[0]) + " " + str(f.mins[1]) + " " + str(f.mins[2]))
message(log," Maxs: " + str(f.maxs[0]) + " " + str(f.maxs[1]) + " " + str(f.maxs[2]))
message(log," Origin(local): " + str(f.localOrigin[0]) + " " + str(f.localOrigin[1]) + " " + str(f.localOrigin[2]))
message(log," Radius: " + str(f.radius))
message(log," Name: " + f.name)
message(log,"Tags:")
for t in md3.tags:
message(log," Name: " + t.name)
message(log," Origin: " + str(t.origin[0]) + " " + str(t.origin[1]) + " " + str(t.origin[2]))
message(log," Axis[0]: " + str(t.axis[0]) + " " + str(t.axis[1]) + " " + str(t.axis[2]))
message(log," Axis[1]: " + str(t.axis[3]) + " " + str(t.axis[4]) + " " + str(t.axis[5]))
message(log," Axis[2]: " + str(t.axis[6]) + " " + str(t.axis[7]) + " " + str(t.axis[8]))
message(log,"Surfaces:")
for s in md3.surfaces:
message(log," Ident: " + s.ident)
message(log," Name: " + s.name)
message(log," Flags: " + str(s.flags))
message(log," # of Frames: " + str(s.numFrames))
message(log," # of Shaders: " + str(s.numShaders))
message(log," # of Verts: " + str(s.numVerts))
message(log," # of Triangles: " + str(s.numTriangles))
message(log," Offset Triangles: " + str(s.ofsTriangles))
message(log," Offset UVs: " + str(s.ofsUV))
message(log," Offset Verts: " + str(s.ofsVerts))
message(log," Offset End: " + str(s.ofsEnd))
message(log," Shaders:")
for shader in s.shaders:
message(log," Name: " + shader.name)
message(log," Index: " + str(shader.index))
message(log," Triangles:")
for tri in s.triangles:
message(log," Indexes: " + str(tri.indexes[0]) + " " + str(tri.indexes[1]) + " " + str(tri.indexes[2]))
message(log," UVs:")
for uv in s.uv:
message(log," U: " + str(uv.u))
message(log," V: " + str(uv.v))
message(log," Verts:")
for vert in s.verts:
message(log," XYZ: " + str(vert.xyz[0]) + " " + str(vert.xyz[1]) + " " + str(vert.xyz[2]))
message(log," Normal: " + str(vert.normal))
shader_count = 0
vert_count = 0
tri_count = 0
for surface in md3.surfaces:
shader_count += surface.numShaders
tri_count += surface.numTriangles
vert_count += surface.numVerts
if surface.numShaders >= MD3_MAX_SHADERS:
message(log,"!Warning: Shader limit (" + str(surface.numShaders) + "/" + str(MD3_MAX_SHADERS) + ") reached for surface " + surface.name)
if surface.numVerts >= MD3_MAX_VERTICES:
message(log,"!Warning: Vertex limit (" + str(surface.numVerts) + "/" + str(MD3_MAX_VERTICES) + ") reached for surface " + surface.name)
if surface.numTriangles >= MD3_MAX_TRIANGLES:
message(log,"!Warning: Triangle limit (" + str(surface.numTriangles) + "/" + str(MD3_MAX_TRIANGLES) + ") reached for surface " + surface.name)
if md3.numTags >= MD3_MAX_TAGS:
message(log,"!Warning: Tag limit (" + str(md3.numTags) + "/" + str(MD3_MAX_TAGS) + ") reached for md3!")
if md3.numSurfaces >= MD3_MAX_SURFACES:
message(log,"!Warning: Surface limit (" + str(md3.numSurfaces) + "/" + str(MD3_MAX_SURFACES) + ") reached for md3!")
if md3.numFrames >= MD3_MAX_FRAMES:
message(log,"!Warning: Frame limit (" + str(md3.numFrames) + "/" + str(MD3_MAX_FRAMES) + ") reached for md3!")
message(log,"Total Shaders: " + str(shader_count))
message(log,"Total Triangles: " + str(tri_count))
message(log,"Total Vertices: " + str(vert_count))
def save_md3(settings):
starttime = time.clock()#start timer
newlogpath = os.path.splitext(settings.savepath)[0] + ".log"
if settings.logtype == "append":
log = open(newlogpath,"a")
elif settings.logtype == "overwrite":
log = open(newlogpath,"w")
else:
log = 0
message(log,"######################BEGIN######################")
bpy.ops.object.mode_set(mode='OBJECT')
md3 = md3Object()
md3.ident = MD3_IDENT
md3.version = MD3_VERSION
md3.name = settings.name
md3.numFrames = (bpy.context.scene.frame_end + 1) - bpy.context.scene.frame_start
selobjects = bpy.context.selected_objects
for obj in selobjects:
if obj.type == 'MESH':
bpy.context.scene.frame_set(bpy.context.scene.frame_start)
message(log,"Exporting object " + obj.name)
nobj = obj.to_mesh(bpy.context.scene, True, 'PREVIEW')
UVImage = nobj.uv_textures[0] # ERROR: Object needs to be unwrapped.
texCoords = UVImage.data
nsurface = md3Surface()
nsurface.name = obj.name
nsurface.ident = MD3_IDENT
nshader = md3Shader()
#Add only 1 shader per surface/object
try:
#Using custom properties allows a longer string
nshader.name = obj["md3shader"]#Set Property Value to shader path/filename
except:
nshader.name = "NULL"
nsurface.shaders.append(nshader)
nsurface.numShaders = 1
vertlist = []
myInt = 0
for f,face in enumerate(nobj.faces):
faceTexCoords = texCoords[myInt]
myInt = myInt + 1
ntri = md3Triangle()
if len(face.vertices) != 3:
message(log,"Found a nontriangle face in object " + obj.name)
continue
for v,vert_index in enumerate(face.vertices):
uv_u = round(faceTexCoords.uv[v][0],5)
uv_v = round(faceTexCoords.uv[v][1],5)
match = 0
match_index = 0
for i,vi in enumerate(vertlist):
if vi == vert_index:
if nsurface.uv[i].u == uv_u and nsurface.uv[i].v == uv_v:
match = 1
match_index = i
if match == 0:
vertlist.append(vert_index)
ntri.indexes[v] = nsurface.numVerts
ntex = md3TexCoord()
ntex.u = uv_u
ntex.v = uv_v
nsurface.uv.append(ntex)
nsurface.numVerts += 1
else:
ntri.indexes[v] = match_index
nsurface.triangles.append(ntri)
nsurface.numTriangles += 1
for frame in range(bpy.context.scene.frame_start,bpy.context.scene.frame_end + 1):
bpy.context.scene.frame_set(frame)
fobj = obj.to_mesh(bpy.context.scene, True, 'PREVIEW')
nframe = md3Frame()
nframe.name = str(frame)
## Apply location data from objects and armatures
if obj.parent == "True":
if obj.parent.name == "Armature":
if obj.find_armature() != "NULL":
skel_loc = obj.parent.location
nframe.localOrigin = obj.location - skel_loc
my_matrix = obj.matrix_world * obj.matrix_parent_inverse
else:
nframe.localOrigin = obj.location
my_matrix = obj.matrix_world
## Locate, sort, encode verts and normals
for vi in vertlist:
vert = fobj.vertices[vi]
nvert = md3Vert()
nvert.xyz = my_matrix * vert.co
nvert.xyz[0] = round((nvert.xyz[0] * settings.scale) + settings.offsetx,5)
nvert.xyz[1] = round((nvert.xyz[1] * settings.scale) + settings.offsety,5)
nvert.xyz[2] = round((nvert.xyz[2] * settings.scale) + settings.offsetz,5)
nvert.normal = nvert.Encode(vert.normal)
## mins, maxs, radius... count frames and surfaces
for i in range(0,3):
nframe.mins[i] = min(nframe.mins[i],nvert.xyz[i])
nframe.maxs[i] = max(nframe.maxs[i],nvert.xyz[i])
minlength = math.sqrt(math.pow(nframe.mins[0],2) + math.pow(nframe.mins[1],2) + math.pow(nframe.mins[2],2))
maxlength = math.sqrt(math.pow(nframe.maxs[0],2) + math.pow(nframe.maxs[1],2) + math.pow(nframe.maxs[2],2))
nframe.radius = round(max(minlength,maxlength),5)
nsurface.verts.append(nvert)
md3.frames.append(nframe)
nsurface.numFrames += 1
bpy.data.meshes.remove(fobj)
md3.surfaces.append(nsurface)
md3.numSurfaces += 1
bpy.data.meshes.remove(nobj)
obj = []
elif obj.type == 'EMPTY':
md3.numTags += 1
for frame in range(bpy.context.scene.frame_start,bpy.context.scene.frame_end + 1):
bpy.context.scene.set_frame(frame)
ntag = md3Tag()
ntag.name = obj.name
ntag.origin[0] = round((obj.matrix_world[3][0] * settings.scale) + settings.offsetx,5)
ntag.origin[1] = round((obj.matrix_world[3][1] * settings.scale) + settings.offsety,5)
ntag.origin[2] = round((obj.matrix_world[3][2] * settings.scale) + settings.offsetz,5)
ntag.axis[0] = obj.matrix_world[0][0]
ntag.axis[1] = obj.matrix_world[0][1]
ntag.axis[2] = obj.matrix_world[0][2]
ntag.axis[3] = obj.matrix_world[1][0]
ntag.axis[4] = obj.matrix_world[1][1]
ntag.axis[5] = obj.matrix_world[1][2]
ntag.axis[6] = obj.matrix_world[2][0]
ntag.axis[7] = obj.matrix_world[2][1]
ntag.axis[8] = obj.matrix_world[2][2]
md3.tags.append(ntag)
if bpy.context.selected_objects:
file = open(settings.savepath, "wb")
md3.Save(file)
bpy.context.scene.frame_set(bpy.context.scene.frame_start)
print_md3(log,md3,settings.dumpall)
file.close()
message(log,"MD3 saved to " + settings.savepath)
elapsedtime = round(time.clock() - starttime,5)
message(log,"Elapsed " + str(elapsedtime) + " seconds")
else:
message(log,"Select an object to export!")
if log:
print("Logged to",newlogpath)
log.close()
from bpy.props import *
class ExportMD3(bpy.types.Operator):
'''Export to .md3'''
bl_idname = "export.md3"
bl_label = 'Export MD3'
logenum = [("console","Console","log to console"),
("append","Append","append to log file"),
("overwrite","Overwrite","overwrite log file")]
filepath = StringProperty(subtype = 'FILE_PATH',name="File Path", description="Filepath for exporting", maxlen= 1024, default= "")
md3name = StringProperty(name="MD3 Name", description="MD3 header name / skin path (64 bytes)",maxlen=64,default="")
md3logtype = EnumProperty(name="Save log", items=logenum, description="File logging options",default = 'overwrite')
md3dumpall = BoolProperty(name="Dump all", description="Dump all data for md3 to log",default=False)
md3scale = FloatProperty(name="Scale", description="Scale all objects from world origin (0,0,0)",default=1.0,precision=5)
md3offsetx = FloatProperty(name="Offset X", description="Transition scene along x axis",default=0.0,precision=5)
md3offsety = FloatProperty(name="Offset Y", description="Transition scene along y axis",default=0.0,precision=5)
md3offsetz = FloatProperty(name="Offset Z", description="Transition scene along z axis",default=0.0,precision=5)
def execute(self, context):
settings = md3Settings(savepath = self.properties.filepath,
name = self.properties.md3name,
logtype = self.properties.md3logtype,
dumpall = self.properties.md3dumpall,
scale = self.properties.md3scale,
offsetx = self.properties.md3offsetx,
offsety = self.properties.md3offsety,
offsetz = self.properties.md3offsetz)
save_md3(settings)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
@classmethod
def poll(cls, context):
return context.active_object != None
def menu_func(self, context):
self.layout.operator(ExportMD3.bl_idname, text="MD3 (+shaders)", icon='BLENDER')
def register():
bpy.utils.register_class(ExportMD3)
bpy.types.INFO_MT_file_export.append(menu_func)
def unregister():
bpy.utils.unregister_class(ExportMD3)
bpy.types.INFO_MT_file_export.remove(menu_func)
if __name__ == "__main__":
register()
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