diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index 28129b6914b9740e517c246451996c707b0dcfd2..3ac33162c670b2f0daaf18344c95f42a513eee0e 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -21,6 +21,8 @@
 bl_info = {
     "name": "Autodesk FBX format",
     "author": "Campbell Barton",
+    "blender": (2, 5, 6),
+    "api": 34647,
     "location": "File > Import-Export",
     "description": "Import-Export FBX meshes, UV's, vertex colors, materials, textures, cameras and lamps",
     "warning": "",
diff --git a/io_scene_fbx/export_fbx.py b/io_scene_fbx/export_fbx.py
index eb4e8ed288811a87181d74c47c91443c3463f24e..c9694d9cc4a2859a63ef5ecc32ca3f5ae7f1272b 100644
--- a/io_scene_fbx/export_fbx.py
+++ b/io_scene_fbx/export_fbx.py
@@ -469,8 +469,8 @@ def save(operator, context, filepath="",
                 #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)
+                #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat)))  *  (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).inverted()
+                return (self.parent.getPoseMatrix(frame) * mtx4_z90).inverted() * ((self.getPoseMatrix(frame)) * mtx4_z90)
 
         # we need thes because cameras and lights modified rotations
         def getAnimParRelMatrixRot(self, frame):
@@ -527,14 +527,14 @@ def save(operator, context, filepath="",
         def getAnimParRelMatrix(self, frame):
             if self.fbxParent:
                 #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].inverted() ) * GLOBAL_MATRIX
-                return (GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])
+                return (GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).inverted() * (GLOBAL_MATRIX * self.__anim_poselist[frame])
             else:
                 return GLOBAL_MATRIX * self.__anim_poselist[frame]
 
         def getAnimParRelMatrixRot(self, frame):
             obj_type = self.blenObject.type
             if self.fbxParent:
-                matrix_rot = ((GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])).to_3x3()
+                matrix_rot = ((GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).inverted() * (GLOBAL_MATRIX * self.__anim_poselist[frame])).to_3x3()
             else:
                 matrix_rot = (GLOBAL_MATRIX * self.__anim_poselist[frame]).to_3x3()
 
@@ -1441,7 +1441,7 @@ def save(operator, context, filepath="",
 
         #m = mtx4_z90 * my_bone.restMatrix
         matstr = mat4x4str(m)
-        matstr_i = mat4x4str(m.invert())
+        matstr_i = mat4x4str(m.inverted())
 
         file.write('\n\t\tTransform: %s' % matstr_i)  # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/
         file.write('\n\t\tTransformLink: %s' % matstr)
diff --git a/io_scene_x3d/__init__.py b/io_scene_x3d/__init__.py
index c758915fbe771865fb2ba25880af7af357282779..565addd8d60f076180b968283846c3071757a867 100644
--- a/io_scene_x3d/__init__.py
+++ b/io_scene_x3d/__init__.py
@@ -22,7 +22,7 @@ bl_info = {
     "name": "Web3D X3D/VRML format",
     "author": "Campbell Barton, Bart",
     "blender": (2, 5, 6),
-    "api": 34386,
+    "api": 34647,
     "location": "File > Import-Export",
     "description": "Import-Export X3D, Import VRML",
     "warning": "",
diff --git a/io_scene_x3d/export_x3d.py b/io_scene_x3d/export_x3d.py
index 0aaa1ccfac813233cb01934bfe3da918053d2eea..6188af5685143293fbb2bdd45bd00fdab1bd729c 100644
--- a/io_scene_x3d/export_x3d.py
+++ b/io_scene_x3d/export_x3d.py
@@ -47,7 +47,7 @@ def round_color(col, cp):
 
 
 def matrix_direction(mtx):
-    return (mathutils.Vector((0.0, 0.0, -1.0)) * mtx.to_3x3()).normalize()[:]
+    return (mathutils.Vector((0.0, 0.0, -1.0)) * mtx.to_3x3()).normalized()[:]
 
 
 ##########################################################