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    # ##### 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>
    
    bl_info = {
        "name": "Export: Adobe After Effects (.jsx)",
        "description": "Export cameras, selected objects & camera solution "
            "3D Markers to Adobe After Effects CS3 and above",
        "author": "Bartek Skorupa",
        "version": (0, 65),
        "blender": (2, 79, 0),
        "location": "File > Export > Adobe After Effects (.jsx)",
        "warning": "",
        "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
                    "Scripts/Import-Export/Adobe_After_Effects",
        "category": "Import-Export",
    }
    
    
    import bpy
    import datetime
    from math import degrees, floor
    from mathutils import Matrix
    
    
    # create list of static blender's data
    def get_comp_data(context):
        scene = context.scene
        aspect_x = scene.render.pixel_aspect_x
        aspect_y = scene.render.pixel_aspect_y
        aspect = aspect_x / aspect_y
        start = scene.frame_start
        end = scene.frame_end
        active_cam_frames = get_active_cam_for_each_frame(scene, start, end)
        fps = floor(scene.render.fps / (scene.render.fps_base) * 1000.0) / 1000.0
    
        return {
            'scn': scene,
            'width': scene.render.resolution_x,
            'height': scene.render.resolution_y,
            'aspect': aspect,
            'fps': fps,
            'start': start,
            'end': end,
            'duration': (end - start + 1.0) / fps,
            'active_cam_frames': active_cam_frames,
            'curframe': scene.frame_current,
            }
    
    
    # create list of active camera for each frame in case active camera is set by markers
    def get_active_cam_for_each_frame(scene, start, end):
        active_cam_frames = []
        sorted_markers = []
        markers = scene.timeline_markers
        if markers:
            for marker in markers:
                if marker.camera:
                    sorted_markers.append([marker.frame, marker])
            sorted_markers = sorted(sorted_markers)
    
            if sorted_markers:
                for frame in range(start, end + 1):
                    for m, marker in enumerate(sorted_markers):
                        if marker[0] > frame:
                            if m != 0:
                                active_cam_frames.append(sorted_markers[m - 1][1].camera)
                            else:
                                active_cam_frames.append(marker[1].camera)
                            break
                        elif m == len(sorted_markers) - 1:
                            active_cam_frames.append(marker[1].camera)
        if not active_cam_frames:
            if scene.camera:
                # in this case active_cam_frames array will have legth of 1. This will indicate that there is only one active cam in all frames
                active_cam_frames.append(scene.camera)
    
        return(active_cam_frames)
    
    
    # create manageable list of selected objects
    def get_selected(context):
        cameras = []  # list of selected cameras
        solids = []  # list of all selected meshes that can be exported as AE's solids
        lights = []  # list of all selected lamps that can be exported as AE's lights
        nulls = []  # list of all selected objects except cameras (will be used to create nulls in AE)
        obs = context.selected_objects
    
        for ob in obs:
            if ob.type == 'CAMERA':
                cameras.append([ob, convert_name(ob.name)])
    
            elif is_plane(ob):
                # not ready yet. is_plane(object) returns False in all cases. This is temporary
                solids.append([ob, convert_name(ob.name)])
    
            elif ob.type == 'LIGHT':
                lights.append([ob, ob.data.type + convert_name(ob.name)])  # Type of lamp added to name
    
            else:
                nulls.append([ob, convert_name(ob.name)])
    
        selection = {
            'cameras': cameras,
            'solids': solids,
            'lights': lights,
            'nulls': nulls,
            }
    
        return selection
    
    
    # check if object is plane and can be exported as AE's solid
    def is_plane(object):
        # work in progress. Not ready yet
        return False
    
    
    # convert names of objects to avoid errors in AE.
    def convert_name(name):
        name = "_" + name
        '''
        # Digits are not allowed at beginning of AE vars names.
        # This section is commented, as "_" is added at beginning of names anyway.
        # Placeholder for this name modification is left so that it's not ignored if needed
        if name[0].isdigit():
            name = "_" + name
        '''
        name = bpy.path.clean_name(name)
        name = name.replace("-", "_")
    
        return name
    
    
    # get object's blender's location rotation and scale and return AE's Position, Rotation/Orientation and scale
    # this function will be called for every object for every frame
    def convert_transform_matrix(matrix, width, height, aspect, x_rot_correction=False, ae_size=100.0):
    
        # get blender transform data for ob
        b_loc = matrix.to_translation()
        b_rot = matrix.to_euler('ZYX')  # ZYX euler matches AE's orientation and allows to use x_rot_correction
        b_scale = matrix.to_scale()
    
        # convert to AE Position Rotation and Scale
        # Axes in AE are different. AE's X is blender's X, AE's Y is negative Blender's Z, AE's Z is Blender's Y
        x = (b_loc.x * ae_size) / aspect + width / 2.0  # calculate AE's X position
        y = (-b_loc.z * ae_size) + (height / 2.0)  # calculate AE's Y position
        z = b_loc.y * ae_size  # calculate AE's Z position
        # Convert rotations to match AE's orientation.
        rx = degrees(b_rot.x)  # if not x_rot_correction - AE's X orientation = blender's X rotation if 'ZYX' euler.
        ry = -degrees(b_rot.y)  # AE's Y orientation is negative blender's Y rotation if 'ZYX' euler
        rz = -degrees(b_rot.z)  # AE's Z orientation is negative blender's Z rotation if 'ZYX' euler
        if x_rot_correction:
            rx -= 90.0  # In blender - ob of zero rotation lay on floor. In AE layer of zero orientation "stands"
        # Convert scale to AE scale
        sx = b_scale.x * 100.0  # scale of 1.0 is 100% in AE
        sy = b_scale.z * 100.0  # scale of 1.0 is 100% in AE
        sz = b_scale.y * 100.0  # scale of 1.0 is 100% in AE
    
        return x, y, z, rx, ry, rz, sx, sy, sz
    
    # get camera's lens and convert to AE's "zoom" value in pixels
    # this function will be called for every camera for every frame
    #
    #
    # AE's lens is defined by "zoom" in pixels. Zoom determines focal angle or focal length.
    #
    # ZOOM VALUE CALCULATIONS:
    #
    # Given values:
    #     - sensor width (camera.data.sensor_width)
    #     - sensor height (camera.data.sensor_height)
    #     - sensor fit (camera.data.sensor_fit)
    #     - lens (blender's lens in mm)
    #     - width (width of the composition/scene in pixels)
    #     - height (height of the composition/scene in pixels)
    #     - PAR (pixel aspect ratio)
    #
    # Calculations are made using sensor's size and scene/comp dimension (width or height).
    # If camera.sensor_fit is set to 'AUTO' or 'HORIZONTAL' - sensor = camera.data.sensor_width, dimension = width.
    # If camera.sensor_fit is set to 'VERTICAL' - sensor = camera.data.sensor_height, dimension = height
    #
    # zoom can be calculated using simple proportions.
    #
    #                             |
    #                           / |
    #                         /   |
    #                       /     | d
    #       s  |\         /       | i
    #       e  |  \     /         | m
    #       n  |    \ /           | e
    #       s  |    / \           | n
    #       o  |  /     \         | s
    #       r  |/         \       | i
    #                       \     | o
    #          |     |        \   | n
    #          |     |          \ |
    #          |     |            |
    #           lens |    zoom
    #
    #    zoom / dimension = lens / sensor   =>
    #    zoom = lens * dimension / sensor
    #
    #    above is true if square pixels are used. If not - aspect compensation is needed, so final formula is:
    #    zoom = lens * dimension / sensor * aspect
    
    
    def convert_lens(camera, width, height, aspect):
        if camera.data.sensor_fit == 'VERTICAL':
            sensor = camera.data.sensor_height
            dimension = height
        else:
            sensor = camera.data.sensor_width
            dimension = width
    
        zoom = camera.data.lens * dimension / sensor * aspect
    
        return zoom
    
    # convert object bundle's matrix. Not ready yet. Temporarily not active
    #def get_ob_bundle_matrix_world(cam_matrix_world, bundle_matrix):
    #    matrix = cam_matrix_basis
    #    return matrix
    
    
    # jsx script for AE creation
    def write_jsx_file(file, data, selection, include_animation, include_active_cam, include_selected_cams, include_selected_objects, include_cam_bundles, ae_size):
    
        print("\n---------------------------\n- Export to After Effects -\n---------------------------")
        # store the current frame to restore it at the end of export
        curframe = data['curframe']
        # create array which will contain all keyframes values
        js_data = {
            'times': '',
            'cameras': {},
            'solids': {},  # not ready yet
            'lights': {},
            'nulls': {},
            'bundles_cam': {},
            'bundles_ob': {},  # not ready yet
            }
    
        # create structure for active camera/cameras
        active_cam_name = ''
        if include_active_cam and data['active_cam_frames'] != []:
            # check if more that one active cam exist (true if active cams set by markers)
            if len(data['active_cam_frames']) is 1:
                name_ae = convert_name(data['active_cam_frames'][0].name)  # take name of the only active camera in scene
            else:
                name_ae = 'Active_Camera'
            active_cam_name = name_ae  # store name to be used when creating keyframes for active cam.
            js_data['cameras'][name_ae] = {
                'position': '',
                'position_static': '',
                'position_anim': False,
                'orientation': '',
                'orientation_static': '',
                'orientation_anim': False,
                'zoom': '',
                'zoom_static': '',
                'zoom_anim': False,
                }
    
        # create camera structure for selected cameras
        if include_selected_cams:
            for i, cam in enumerate(selection['cameras']):  # more than one camera can be selected
                if cam[1] != active_cam_name:
                    name_ae = selection['cameras'][i][1]
                    js_data['cameras'][name_ae] = {
                        'position': '',
                        'position_static': '',
                        'position_anim': False,
                        'orientation': '',
                        'orientation_static': '',
                        'orientation_anim': False,
                        'zoom': '',
                        'zoom_static': '',
                        'zoom_anim': False,
                        }
        '''
        # create structure for solids. Not ready yet. Temporarily not active
        for i, obj in enumerate(selection['solids']):
            name_ae = selection['solids'][i][1]
            js_data['solids'][name_ae] = {
                'position': '',
                'orientation': '',
                'rotationX': '',
                'scale': '',
                }
        '''
        # create structure for lights
        for i, obj in enumerate(selection['lights']):
            if include_selected_objects:
                name_ae = selection['lights'][i][1]
                js_data['lights'][name_ae] = {
                    'type': selection['lights'][i][0].data.type,
                    'energy': '',
                    'energy_static': '',
                    'energy_anim': False,
                    'cone_angle': '',
                    'cone_angle_static': '',
                    'cone_angle_anim': False,
                    'cone_feather': '',
                    'cone_feather_static': '',
                    'cone_feather_anim': False,
                    'color': '',
                    'color_static': '',
                    'color_anim': False,
                    'position': '',
                    'position_static': '',
                    'position_anim': False,
                    'orientation': '',
                    'orientation_static': '',
                    'orientation_anim': False,
                    }
    
        # create structure for nulls
        for i, obj in enumerate(selection['nulls']):  # nulls representing blender's obs except cameras, lamps and solids
            if include_selected_objects:
                name_ae = selection['nulls'][i][1]
                js_data['nulls'][name_ae] = {
                    'position': '',
                    'position_static': '',
                    'position_anim': False,
                    'orientation': '',
                    'orientation_static': '',
                    'orientation_anim': False,
                    'scale': '',
                    'scale_static': '',
                    'scale_anim': False,
                    }
    
        # create structure for cam bundles including positions (cam bundles don't move)
        if include_cam_bundles:
            # go through each selected camera and active cameras
            selected_cams = []
            active_cams = []
            if include_active_cam:
                active_cams = data['active_cam_frames']
            if include_selected_cams:
                for cam in selection['cameras']:
                    selected_cams.append(cam[0])
            # list of cameras that will be checked for 'CAMERA SOLVER'
            cams = list(set.union(set(selected_cams), set(active_cams)))
    
            for cam in cams:
                # go through each constraints of this camera
                for constraint in cam.constraints:
                    # does the camera have a Camera Solver constraint
                    if constraint.type == 'CAMERA_SOLVER':
                        # Which movie clip does it use
                        if constraint.use_active_clip:
                            clip = data['scn'].active_clip
                        else:
                            clip = constraint.clip
    
                        # go through each tracking point
                        for track in clip.tracking.tracks:
                            # Does this tracking point have a bundle (has its 3D position been solved)
                            if track.has_bundle:
                                # get the name of the tracker
                                name_ae = convert_name(str(cam.name) + '__' + str(track.name))
                                js_data['bundles_cam'][name_ae] = {
                                    'position': '',
                                    }
                                # bundles are in camera space. Transpose to world space
                                matrix = Matrix.Translation(cam.matrix_basis.copy() * track.bundle)
                                # convert the position into AE space
                                ae_transform = convert_transform_matrix(matrix, data['width'], data['height'], data['aspect'], False, ae_size)
                                js_data['bundles_cam'][name_ae]['position'] += '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
    
        # get all keyframes for each object and store in dico
        if include_animation:
            end = data['end'] + 1
        else:
            end = data['start'] + 1
        for frame in range(data['start'], end):
            print("working on frame: " + str(frame))
            data['scn'].frame_set(frame)
    
            # get time for this loop
            js_data['times'] += '%f ,' % ((frame - data['start']) / data['fps'])
    
            # keyframes for active camera/cameras
            if include_active_cam and data['active_cam_frames'] != []:
                if len(data['active_cam_frames']) == 1:
                    cur_cam_index = 0
                else:
                    cur_cam_index = frame - data['start']
                active_cam = data['active_cam_frames'][cur_cam_index]
                # get cam name
                name_ae = active_cam_name
                # convert cam transform properties to AE space
                ae_transform = convert_transform_matrix(active_cam.matrix_world.copy(), data['width'], data['height'], data['aspect'], True, ae_size)
                # convert Blender's lens to AE's zoom in pixels
                zoom = convert_lens(active_cam, data['width'], data['height'], data['aspect'])
                # store all values in dico
                position = '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
                orientation = '[%f,%f,%f],' % (ae_transform[3], ae_transform[4], ae_transform[5])
                zoom = '%f,' % (zoom)
                js_data['cameras'][name_ae]['position'] += position
                js_data['cameras'][name_ae]['orientation'] += orientation
                js_data['cameras'][name_ae]['zoom'] += zoom
                # Check if properties change values compared to previous frame
                # If property don't change through out the whole animation - keyframes won't be added
                if frame != data['start']:
                    if position != js_data['cameras'][name_ae]['position_static']:
                        js_data['cameras'][name_ae]['position_anim'] = True
                    if orientation != js_data['cameras'][name_ae]['orientation_static']:
                        js_data['cameras'][name_ae]['orientation_anim'] = True
                    if zoom != js_data['cameras'][name_ae]['zoom_static']:
                        js_data['cameras'][name_ae]['zoom_anim'] = True
                js_data['cameras'][name_ae]['position_static'] = position
                js_data['cameras'][name_ae]['orientation_static'] = orientation
                js_data['cameras'][name_ae]['zoom_static'] = zoom
    
            # keyframes for selected cameras
            if include_selected_cams:
                for i, cam in enumerate(selection['cameras']):
                    if cam[1] != active_cam_name:
                        # get cam name
                        name_ae = selection['cameras'][i][1]
                        # convert cam transform properties to AE space
                        ae_transform = convert_transform_matrix(cam[0].matrix_world.copy(), data['width'], data['height'], data['aspect'], True, ae_size)
                        # convert Blender's lens to AE's zoom in pixels
                        zoom = convert_lens(cam[0], data['width'], data['height'], data['aspect'])
                        # store all values in dico
                        position = '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
                        orientation = '[%f,%f,%f],' % (ae_transform[3], ae_transform[4], ae_transform[5])
                        zoom = '%f,' % (zoom)
                        js_data['cameras'][name_ae]['position'] += position
                        js_data['cameras'][name_ae]['orientation'] += orientation
                        js_data['cameras'][name_ae]['zoom'] += zoom
                        # Check if properties change values compared to previous frame
                        # If property don't change through out the whole animation - keyframes won't be added
                        if frame != data['start']:
                            if position != js_data['cameras'][name_ae]['position_static']:
                                js_data['cameras'][name_ae]['position_anim'] = True
                            if orientation != js_data['cameras'][name_ae]['orientation_static']:
                                js_data['cameras'][name_ae]['orientation_anim'] = True
                            if zoom != js_data['cameras'][name_ae]['zoom_static']:
                                js_data['cameras'][name_ae]['zoom_anim'] = True
                        js_data['cameras'][name_ae]['position_static'] = position
                        js_data['cameras'][name_ae]['orientation_static'] = orientation
                        js_data['cameras'][name_ae]['zoom_static'] = zoom
    
            '''
            # keyframes for all solids. Not ready yet. Temporarily not active
            for i, ob in enumerate(selection['solids']):
                #get object name
                name_ae = selection['solids'][i][1]
                #convert ob position to AE space
            '''
    
            # keyframes for all lights.
            if include_selected_objects:
                for i, ob in enumerate(selection['lights']):
                    #get object name
                    name_ae = selection['lights'][i][1]
                    type = selection['lights'][i][0].data.type
                    # convert ob transform properties to AE space
                    ae_transform = convert_transform_matrix(ob[0].matrix_world.copy(), data['width'], data['height'], data['aspect'], True, ae_size)
                    color = ob[0].data.color
                    # store all values in dico
                    position = '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
                    orientation = '[%f,%f,%f],' % (ae_transform[3], ae_transform[4], ae_transform[5])
                    energy = '[%f],' % (ob[0].data.energy * 100.0)
                    color = '[%f,%f,%f],' % (color[0], color[1], color[2])
                    js_data['lights'][name_ae]['position'] += position
                    js_data['lights'][name_ae]['orientation'] += orientation
                    js_data['lights'][name_ae]['energy'] += energy
                    js_data['lights'][name_ae]['color'] += color
                    # Check if properties change values compared to previous frame
                    # If property don't change through out the whole animation - keyframes won't be added
                    if frame != data['start']:
                        if position != js_data['lights'][name_ae]['position_static']:
                            js_data['lights'][name_ae]['position_anim'] = True
                        if orientation != js_data['lights'][name_ae]['orientation_static']:
                            js_data['lights'][name_ae]['orientation_anim'] = True
                        if energy != js_data['lights'][name_ae]['energy_static']:
                            js_data['lights'][name_ae]['energy_anim'] = True
                        if color != js_data['lights'][name_ae]['color_static']:
                            js_data['lights'][name_ae]['color_anim'] = True
                    js_data['lights'][name_ae]['position_static'] = position
                    js_data['lights'][name_ae]['orientation_static'] = orientation
                    js_data['lights'][name_ae]['energy_static'] = energy
                    js_data['lights'][name_ae]['color_static'] = color
                    if type == 'SPOT':
                        cone_angle = '[%f],' % (degrees(ob[0].data.spot_size))
                        cone_feather = '[%f],' % (ob[0].data.spot_blend * 100.0)
                        js_data['lights'][name_ae]['cone_angle'] += cone_angle
                        js_data['lights'][name_ae]['cone_feather'] += cone_feather
                        # Check if properties change values compared to previous frame
                        # If property don't change through out the whole animation - keyframes won't be added
                        if frame != data['start']:
                            if cone_angle != js_data['lights'][name_ae]['cone_angle_static']:
                                js_data['lights'][name_ae]['cone_angle_anim'] = True
                            if orientation != js_data['lights'][name_ae]['cone_feather_static']:
                                js_data['lights'][name_ae]['cone_feather_anim'] = True
                        js_data['lights'][name_ae]['cone_angle_static'] = cone_angle
                        js_data['lights'][name_ae]['cone_feather_static'] = cone_feather
    
            # keyframes for all nulls
            if include_selected_objects:
                for i, ob in enumerate(selection['nulls']):
                    # get object name
                    name_ae = selection['nulls'][i][1]
                    # convert ob transform properties to AE space
                    ae_transform = convert_transform_matrix(ob[0].matrix_world.copy(), data['width'], data['height'], data['aspect'], True, ae_size)
                    # store all values in dico
                    position = '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
                    orientation = '[%f,%f,%f],' % (ae_transform[3], ae_transform[4], ae_transform[5])
                    scale = '[%f,%f,%f],' % (ae_transform[6], ae_transform[7], ae_transform[8])
                    js_data['nulls'][name_ae]['position'] += position
                    js_data['nulls'][name_ae]['orientation'] += orientation
                    js_data['nulls'][name_ae]['scale'] += scale
                    # Check if properties change values compared to previous frame
                    # If property don't change through out the whole animation - keyframes won't be added
                    if frame != data['start']:
                        if position != js_data['nulls'][name_ae]['position_static']:
                            js_data['nulls'][name_ae]['position_anim'] = True
                        if orientation != js_data['nulls'][name_ae]['orientation_static']:
                            js_data['nulls'][name_ae]['orientation_anim'] = True
                        if scale != js_data['nulls'][name_ae]['scale_static']:
                            js_data['nulls'][name_ae]['scale_anim'] = True
                    js_data['nulls'][name_ae]['position_static'] = position
                    js_data['nulls'][name_ae]['orientation_static'] = orientation
                    js_data['nulls'][name_ae]['scale_static'] = scale
    
            # keyframes for all object bundles. Not ready yet.
            #
            #
            #
    
        # ---- write JSX file
        jsx_file = open(file, 'w')
    
        # make the jsx executable in After Effects (enable double click on jsx)
        jsx_file.write('#target AfterEffects\n\n')
        # Script's header
        jsx_file.write('/**************************************\n')
        jsx_file.write('Scene : %s\n' % data['scn'].name)
        jsx_file.write('Resolution : %i x %i\n' % (data['width'], data['height']))
        jsx_file.write('Duration : %f\n' % (data['duration']))
        jsx_file.write('FPS : %f\n' % (data['fps']))
        jsx_file.write('Date : %s\n' % datetime.datetime.now())
        jsx_file.write('Exported with io_export_after_effects.py\n')
        jsx_file.write('**************************************/\n\n\n\n')
    
        # wrap in function
        jsx_file.write("function compFromBlender(){\n")
        # create new comp
        jsx_file.write('\nvar compName = prompt("Blender Comp\'s Name \\nEnter Name of newly created Composition","BlendComp","Composition\'s Name");\n')
        jsx_file.write('if (compName){')  # Continue only if comp name is given. If not - terminate
        jsx_file.write('\nvar newComp = app.project.items.addComp(compName, %i, %i, %f, %f, %f);' %
                       (data['width'], data['height'], data['aspect'], data['duration'], data['fps']))
        jsx_file.write('\nnewComp.displayStartTime = %f;\n\n\n' % ((data['start'] + 1.0) / data['fps']))
    
        # create camera bundles (nulls)
        jsx_file.write('// **************  CAMERA 3D MARKERS  **************\n\n\n')
        for i, obj in enumerate(js_data['bundles_cam']):
            name_ae = obj
            jsx_file.write('var %s = newComp.layers.addNull();\n' % (name_ae))
            jsx_file.write('%s.threeDLayer = true;\n' % name_ae)
            jsx_file.write('%s.source.name = "%s";\n' % (name_ae, name_ae))
            jsx_file.write('%s.property("position").setValue(%s);\n\n\n' % (name_ae, js_data['bundles_cam'][obj]['position']))
    
        # create object bundles (not ready yet)
    
        # create objects (nulls)
        jsx_file.write('// **************  OBJECTS  **************\n\n\n')
        for i, obj in enumerate(js_data['nulls']):
            name_ae = obj
            jsx_file.write('var %s = newComp.layers.addNull();\n' % (name_ae))
            jsx_file.write('%s.threeDLayer = true;\n' % name_ae)
            jsx_file.write('%s.source.name = "%s";\n' % (name_ae, name_ae))
            # Set values of properties, add kyeframes only where needed
            if include_animation and js_data['nulls'][name_ae]['position_anim']:
                jsx_file.write('%s.property("position").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['nulls'][obj]['position']))
            else:
                jsx_file.write('%s.property("position").setValue(%s);\n' % (name_ae, js_data['nulls'][obj]['position_static']))
            if include_animation and js_data['nulls'][name_ae]['orientation_anim']:
                jsx_file.write('%s.property("orientation").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['nulls'][obj]['orientation']))
            else:
                jsx_file.write('%s.property("orientation").setValue(%s);\n' % (name_ae, js_data['nulls'][obj]['orientation_static']))
            if include_animation and js_data['nulls'][name_ae]['scale_anim']:
                jsx_file.write('%s.property("scale").setValuesAtTimes([%s],[%s]);\n\n\n' % (name_ae, js_data['times'], js_data['nulls'][obj]['scale']))
            else:
                jsx_file.write('%s.property("scale").setValue(%s);\n\n\n' % (name_ae, js_data['nulls'][obj]['scale_static']))
        # create solids (not ready yet)
    
        # create lights
        jsx_file.write('// **************  LIGHTS  **************\n\n\n')
        for i, obj in enumerate(js_data['lights']):
            name_ae = obj
            jsx_file.write('var %s = newComp.layers.addLight("%s", [0.0, 0.0]);\n' % (name_ae, name_ae))
            jsx_file.write('%s.autoOrient = AutoOrientType.NO_AUTO_ORIENT;\n' % name_ae)
            # Set values of properties, add kyeframes only where needed
            if include_animation and js_data['lights'][name_ae]['position_anim']:
                jsx_file.write('%s.property("position").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['lights'][obj]['position']))
            else:
                jsx_file.write('%s.property("position").setValue(%s);\n' % (name_ae, js_data['lights'][obj]['position_static']))
            if include_animation and js_data['lights'][name_ae]['orientation_anim']:
                jsx_file.write('%s.property("orientation").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['lights'][obj]['orientation']))
            else:
                jsx_file.write('%s.property("orientation").setValue(%s);\n' % (name_ae, js_data['lights'][obj]['orientation_static']))
            if include_animation and js_data['lights'][name_ae]['energy_anim']:
                jsx_file.write('%s.property("intensity").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['lights'][obj]['energy']))
            else:
                jsx_file.write('%s.property("intensity").setValue(%s);\n' % (name_ae, js_data['lights'][obj]['energy_static']))
            if include_animation and js_data['lights'][name_ae]['color_anim']:
                jsx_file.write('%s.property("Color").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['lights'][obj]['color']))
            else:
                jsx_file.write('%s.property("Color").setValue(%s);\n' % (name_ae, js_data['lights'][obj]['color_static']))
                if js_data['lights'][obj]['type'] == 'SPOT':
                    if include_animation and js_data['lights'][name_ae]['cone_angle_anim']:
                        jsx_file.write('%s.property("Cone Angle").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['lights'][obj]['cone_angle']))
                    else:
                        jsx_file.write('%s.property("Cone Angle").setValue(%s);\n' % (name_ae, js_data['lights'][obj]['cone_angle_static']))
                    if include_animation and js_data['lights'][name_ae]['cone_feather_anim']:
                        jsx_file.write('%s.property("Cone Feather").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['lights'][obj]['cone_feather']))
                    else:
                        jsx_file.write('%s.property("Cone Feather").setValue(%s);\n' % (name_ae, js_data['lights'][obj]['cone_feather_static']))
            jsx_file.write('\n\n')
    
        # create cameras
        jsx_file.write('// **************  CAMERAS  **************\n\n\n')
        for i, cam in enumerate(js_data['cameras']):  # more than one camera can be selected
            name_ae = cam
            jsx_file.write('var %s = newComp.layers.addCamera("%s",[0,0]);\n' % (name_ae, name_ae))
            jsx_file.write('%s.autoOrient = AutoOrientType.NO_AUTO_ORIENT;\n' % name_ae)
            # Set values of properties, add kyeframes only where needed
            if include_animation and js_data['cameras'][name_ae]['position_anim']:
                jsx_file.write('%s.property("position").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['cameras'][cam]['position']))
            else:
                jsx_file.write('%s.property("position").setValue(%s);\n' % (name_ae, js_data['cameras'][cam]['position_static']))
            if include_animation and js_data['cameras'][name_ae]['orientation_anim']:
                jsx_file.write('%s.property("orientation").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['cameras'][cam]['orientation']))
            else:
                jsx_file.write('%s.property("orientation").setValue(%s);\n' % (name_ae, js_data['cameras'][cam]['orientation_static']))
            if include_animation and js_data['cameras'][name_ae]['zoom_anim']:
                jsx_file.write('%s.property("zoom").setValuesAtTimes([%s],[%s]);\n\n\n' % (name_ae, js_data['times'], js_data['cameras'][cam]['zoom']))
            else:
                jsx_file.write('%s.property("zoom").setValue(%s);\n\n\n' % (name_ae, js_data['cameras'][cam]['zoom_static']))
    
        # Exit import if no comp name given
        jsx_file.write('\n}else{alert ("Exit Import Blender animation data \\nNo Comp\'s name has been chosen","EXIT")};')
        # Close function
        jsx_file.write("}\n\n\n")
        # Execute function. Wrap in "undo group" for easy undoing import process
        jsx_file.write('app.beginUndoGroup("Import Blender animation data");\n')
        jsx_file.write('compFromBlender();\n')  # execute function
        jsx_file.write('app.endUndoGroup();\n\n\n')
        jsx_file.close()
    
        data['scn'].frame_set(curframe)  # set current frame of animation in blender to state before export
    
    ##########################################
    # DO IT
    ##########################################
    
    
    def main(file, context, include_animation, include_active_cam, include_selected_cams, include_selected_objects, include_cam_bundles, ae_size):
        data = get_comp_data(context)
        selection = get_selected(context)
        write_jsx_file(file, data, selection, include_animation, include_active_cam, include_selected_cams, include_selected_objects, include_cam_bundles, ae_size)
        print ("\nExport to After Effects Completed")
        return {'FINISHED'}
    
    ##########################################
    # ExportJsx class register/unregister
    ##########################################
    
    from bpy_extras.io_utils import ExportHelper
    from bpy.props import StringProperty, BoolProperty, FloatProperty
    
    
    class ExportJsx(bpy.types.Operator, ExportHelper):
        """Export selected cameras and objects animation to After Effects"""
        bl_idname = "export.jsx"
        bl_label = "Export to Adobe After Effects"
        filename_ext = ".jsx"
        filter_glob: StringProperty(default="*.jsx", options={'HIDDEN'})
    
        include_animation: BoolProperty(
                name="Animation",
                description="Animate Exported Cameras and Objects",
                default=True,
                )
        include_active_cam: BoolProperty(
                name="Active Camera",
                description="Include Active Camera",
                default=True,
                )
        include_selected_cams: BoolProperty(
                name="Selected Cameras",
                description="Add Selected Cameras",
                default=True,
                )
        include_selected_objects: BoolProperty(
                name="Selected Objects",
                description="Export Selected Objects",
                default=True,
                )
        include_cam_bundles: BoolProperty(
                name="Camera 3D Markers",
                description="Include 3D Markers of Camera Motion Solution for selected cameras",
                default=True,
                )
    #    include_ob_bundles = BoolProperty(
    #            name="Objects 3D Markers",
    #            description="Include 3D Markers of Object Motion Solution for selected cameras",
    #            default=True,
    #            )
        ae_size: FloatProperty(
                name="AE Size",
                description="Size of AE Composition (pixels per 1BU)",
                default=100.0,
                )
    
        def draw(self, context):
            layout = self.layout
    
            box = layout.box()
            box.label(text='Size fo AE Comp (pixels per 1 BU)')
            box.prop(self, 'ae_size')
            box.label(text='Animation:')
            box.prop(self, 'include_animation')
            box.label(text='Include Cameras and Objects:')
            box.prop(self, 'include_active_cam')
            box.prop(self, 'include_selected_cams')
            box.prop(self, 'include_selected_objects')
            box.label(text="Include Tracking Data:")
            box.prop(self, 'include_cam_bundles')
    #        box.prop(self, 'include_ob_bundles')
    
        @classmethod
        def poll(cls, context):
            active = context.active_object
            selected = context.selected_objects
            camera = context.scene.camera
            ok = selected or camera
            return ok
    
        def execute(self, context):
            return main(self.filepath, context, self.include_animation, self.include_active_cam, self.include_selected_cams, self.include_selected_objects, self.include_cam_bundles, self.ae_size)
    
    
    def menu_func(self, context):
        self.layout.operator(ExportJsx.bl_idname, text="Adobe After Effects (.jsx)")
    
    
    def register():
        bpy.utils.register_class(ExportJsx)
        bpy.types.TOPBAR_MT_file_export.append(menu_func)
    
    
    def unregister():
        bpy.utils.unregister_class(ExportJsx)
        bpy.types.TOPBAR_MT_file_export.remove(menu_func)
    
    if __name__ == "__main__":
        register()