def getExport(self, wFile=0):
        """ Method that returns folder for exporting meshes, animations (Character & Environment) """
        #assert(self.exportSourceFolder), ""
        if not self.filePath or not self.exportSourceFolder:
            return

        if self.team == gv.teamA:
            self.exportKey = int(self.exportKey)
            if wFile:
                self.exportPath = ('%s%s' % (self.exportSourceFolder.rsplit('/', (self.exportKey + 1))[0] + '/',
                                             self.filePath[self.filePath.rfind('/') + 1:])).replace(".ma",
                                                                                                    ".gr2").replace(
                    ".mb", "gr2")
            else:
                self.exportPath = self.exportSourceFolder.rsplit('/', (self.exportKey + 1))[0] + '/'
                #print 'printStatement: ' + self.exportSourceFolder
                logger.debug('Export folder: %s' % self.exportSourceFolder)

            return self.exportPath

        elif self.team == gv.teamB:
            if re.search('Animations', self.filePath):
                self.exportFileName = self.filePath.basename().replace(".ma", ".xmd").replace(".mb", ".xmd").replace(
                    ".fbx", ".xmd")
                rigPath = self.filePath[:self.filePath.rfind('MoBu')]
                weapon = self.exportFileName.split('_')[1]
                self.exportPath = Path('%s/Morpheme/Animations/%s/%s' % (rigPath, weapon, self.exportFileName))
            else:
                self.exportPath = Path(self.filePath.replace(".ma", ".gr2").replace(".mb", "gr2"))
            if not wFile:
                self.exportPath = self.exportPath.parent
            return self.exportPath.makePretty()

        elif self.team == gv.teamD:
            strFrom = self.exportKey[self.exportKey.find(':', 2) + 1:self.exportKey.rfind(':', 1)]
            #print strFrom
            strTo = self.exportKey[self.exportKey.rfind(':', 1) + 1:]
            #print strTo
            self.exportPath = self.exportSourceFolder.replace(strFrom, strTo)
            if wFile:
                self.exportPath = '%s%s' % (self.exportPath, self.filePath[self.filePath.rfind('/') + 1:])
            return self.exportPath

        elif self.team == gv.teamD:
            # If the asset is an environment asset
            if re.match(self.environmentRoot, self.exportSourceFolder):
                envMeshKey = self.exportList.get('environmentMeshExportKey')
                envMeshKeySource = envMeshKey[envMeshKey.find(':', 2) + 1:envMeshKey.rfind(':', 1)]
                envMeshKeyTarget = envMeshKey[envMeshKey.rfind(':', 1) + 1:]
                envAnimKey = self.exportList.get('environmentAnimExportKey')
                envAnimKeySource = envAnimKey[envAnimKey.find(':', 2) + 1:envAnimKey.rfind(':', 1) - 3]
                envAnimKeyTarget = envAnimKey[envAnimKey.rfind(':', 1) + 1:]

                # If the environment asset is an animation
                if re.search(envAnimKeySource, self.exportSourceFolder):
                    self.exportPath = self.exportSourceFolder.split(envAnimKeySource)[0] + envAnimKeyTarget
                    if wFile:
                        self.exportPath = '%s%s' % (self.exportPath, self.filePath[self.filePath.rfind('/') + 1:])
                    if self.exportPath:
                        return self.exportPath

                # If the asset is not an animation
                else:
                    self.exportPath = self.exportSourceFolder.replace(envMeshKeySource, envMeshKeyTarget)
                    if wFile:
                        self.exportPath = '%s%s' % (self.exportPath, self.filePath[self.filePath.rfind('/') + 1:])
                    if self.exportPath:
                        return self.exportPath

            # If the asset is a character asset
            if re.match(self.characterRoot, self.exportSourceFolder):
                charMeshKey = self.exportList.get('characterMeshExportKey')
                charMeshKeySource = charMeshKey[charMeshKey.find(':', 2) + 1:charMeshKey.rfind(':', 1)]
                charMeshKeyTarget = charMeshKey[charMeshKey.rfind(':', 1) + 1:]
                charAnimKey = self.exportList.get('characterAnimExportKey')
                charAnimKeySource = charAnimKey[charAnimKey.find(':', 2) + 1:charAnimKey.rfind(':', 1) - 3]
                charAnimKeyTarget = charAnimKey[charAnimKey.rfind(':', 1) + 1:]

                # If the character asset is an animation
                if re.search(charAnimKeySource, self.exportSourceFolder):
                    self.exportPath = self.exportSourceFolder.split(charAnimKeySource)[0] + charAnimKeyTarget
                    if wFile:
                        self.exportPath = '%s%s' % (self.exportPath, self.filePath[self.filePath.rfind('/') + 1:])
                    if self.exportPath:
                        return self.exportPath
                # If the asset is not an animation
                else:
                    self.exportPath = self.exportSourceFolder.replace(charMeshKeySource, charMeshKeyTarget)
                    if wFile:
                        self.exportPath = '%s%s' % (self.exportPath, self.filePath[self.filePath.rfind('/') + 1:])
                    if self.exportPath:
                        return self.exportPath
dataset/ETHPy150Open CountZer0/PipelineConstructionSet/python/common/fileIO/parser_schema.py/ExportParse.getExport/original