old_contents: # blender --background --python .\blend_export.py
  import bpy
  import posixpath
  import shutil
  import os
  
  directory = "blend"
  export_type = "gltf"
  shutil.rmtree(export_type, ignore_errors=True)
  posixpath.os.mkdir(export_type, mode=0o777)
  export_type = "obj"
  shutil.rmtree(export_type, ignore_errors=True)
  posixpath.os.mkdir(export_type, mode=0o777)
  export_type = "fbx"
  shutil.rmtree(export_type, ignore_errors=True)
  posixpath.os.mkdir(export_type, mode=0o777)
  
  for filename in os.listdir(directory):
      if filename.endswith(".blend"):
          print(filename)
          bpy.ops.wm.open_mainfile(filepath="blend/" + filename)
          strip_file_name = filename.rsplit(".blend", 1)[0]
          export_type = "gltf"
          bpy.ops.export_scene.gltf(
              filepath=export_type + "/" + strip_file_name + ".gltf",
              export_format="GLTF_SEPARATE",
              export_copyright="The MIT License (MIT) Copyright (c) 2016 Godot Engine",
          )
          export_type = "obj"
          bpy.ops.export_scene.obj(filepath=export_type + "/" + strip_file_name + "." + export_type)
          export_type = "fbx"
          bpy.ops.export_scene.fbx(filepath=export_type + "/" + strip_file_name + "." + export_type)
      else:
          continue
  
new_contents: # blender --background --python .\blend_export.py
  import bpy
  import posixpath
  import shutil
  import os
  
  directory = "blend"
  export_type = "gltf"
  shutil.rmtree(export_type, ignore_errors=True)
  posixpath.os.mkdir(export_type, mode=0o777)
  export_type = "obj"
  shutil.rmtree(export_type, ignore_errors=True)
  posixpath.os.mkdir(export_type, mode=0o777)
  export_type = "fbx"
  shutil.rmtree(export_type, ignore_errors=True)
  posixpath.os.mkdir(export_type, mode=0o777)
  
  for filename in os.listdir(directory):
      if filename.endswith(".blend"):
          print(filename)
          bpy.ops.wm.open_mainfile(filepath="blend/" + filename)
          strip_file_name = filename.rsplit(".blend", 1)[0]
          export_type = "gltf"
          bpy.ops.export_scene.gltf(
              filepath=export_type + "/" + strip_file_name + ".gltf",
              export_format="GLTF_SEPARATE",
              export_copyright="The MIT License (MIT) Copyright (c) 2020 Godot Engine",
          )
          export_type = "obj"
          bpy.ops.export_scene.obj(filepath=export_type + "/" + strip_file_name + "." + export_type)
          export_type = "fbx"
          bpy.ops.export_scene.fbx(filepath=export_type + "/" + strip_file_name + "." + export_type)
      else:
          continue
  
subject: Correct license date.