diff --git a/code/Assxml/AssxmlExporter.cpp b/code/Assxml/AssxmlExporter.cpp
index 6ebff3582..720fd5b40 100644
--- a/code/Assxml/AssxmlExporter.cpp
+++ b/code/Assxml/AssxmlExporter.cpp
@@ -46,607 +46,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #ifndef ASSIMP_BUILD_NO_EXPORT
 #ifndef ASSIMP_BUILD_NO_ASSXML_EXPORTER
 
-#include "PostProcessing/ProcessHelper.h"
-
-#include <assimp/version.h>
-#include <assimp/IOStream.hpp>
+#include "AssxmlFileWriter.h"
 #include <assimp/IOSystem.hpp>
 #include <assimp/Exporter.hpp>
 
-#include <stdarg.h>
-
-#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-#   include <zlib.h>
-#else
-#   include <contrib/zlib/zlib.h>
-#endif
-
-#include <time.h>
-#include <stdio.h>
-
-using namespace Assimp;
-
 namespace Assimp    {
 
-namespace AssxmlExport  {
-
-// -----------------------------------------------------------------------------------
-static int ioprintf( IOStream * io, const char *format, ... ) {
-	using namespace std;
-    if ( nullptr == io ) {
-        return -1;
-    }
-
-    static const int Size = 4096;
-    char sz[ Size ];
-    ::memset( sz, '\0', Size );
-    va_list va;
-    va_start( va, format );
-    const unsigned int nSize = vsnprintf( sz, Size-1, format, va );
-    ai_assert( nSize < Size );
-    va_end( va );
-
-    io->Write( sz, sizeof(char), nSize );
-
-    return nSize;
-}
-
-// -----------------------------------------------------------------------------------
-// Convert a name to standard XML format
-static void ConvertName(aiString& out, const aiString& in) {
-    out.length = 0;
-    for (unsigned int i = 0; i < in.length; ++i)  {
-        switch (in.data[i]) {
-            case '<':
-                out.Append("&lt;");break;
-            case '>':
-                out.Append("&gt;");break;
-            case '&':
-                out.Append("&amp;");break;
-            case '\"':
-                out.Append("&quot;");break;
-            case '\'':
-                out.Append("&apos;");break;
-            default:
-                out.data[out.length++] = in.data[i];
-        }
-    }
-    out.data[out.length] = 0;
-}
-
-// -----------------------------------------------------------------------------------
-// Write a single node as text dump
-static void WriteNode(const aiNode* node, IOStream * io, unsigned int depth) {
-    char prefix[512];
-    for (unsigned int i = 0; i < depth;++i)
-        prefix[i] = '\t';
-    prefix[depth] = '\0';
-
-    const aiMatrix4x4& m = node->mTransformation;
-
-    aiString name;
-    ConvertName(name,node->mName);
-    ioprintf(io,"%s<Node name=\"%s\"> \n"
-        "%s\t<Matrix4> \n"
-        "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
-        "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
-        "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
-        "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
-        "%s\t</Matrix4> \n",
-        prefix,name.data,prefix,
-        prefix,m.a1,m.a2,m.a3,m.a4,
-        prefix,m.b1,m.b2,m.b3,m.b4,
-        prefix,m.c1,m.c2,m.c3,m.c4,
-        prefix,m.d1,m.d2,m.d3,m.d4,prefix);
-
-    if (node->mNumMeshes) {
-        ioprintf(io, "%s\t<MeshRefs num=\"%i\">\n%s\t",
-            prefix,node->mNumMeshes,prefix);
-
-        for (unsigned int i = 0; i < node->mNumMeshes;++i) {
-            ioprintf(io,"%i ",node->mMeshes[i]);
-        }
-        ioprintf(io,"\n%s\t</MeshRefs>\n",prefix);
-    }
-
-    if (node->mNumChildren) {
-        ioprintf(io,"%s\t<NodeList num=\"%i\">\n",
-            prefix,node->mNumChildren);
-
-        for (unsigned int i = 0; i < node->mNumChildren;++i) {
-            WriteNode(node->mChildren[i],io,depth+2);
-        }
-        ioprintf(io,"%s\t</NodeList>\n",prefix);
-    }
-    ioprintf(io,"%s</Node>\n",prefix);
-}
-
-
-// -----------------------------------------------------------------------------------
-// Some chuncks of text will need to be encoded for XML
-// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
-static std::string encodeXML(const std::string& data) {
-    std::string buffer;
-    buffer.reserve(data.size());
-    for(size_t pos = 0; pos != data.size(); ++pos) {
-            switch(data[pos]) {
-                    case '&':  buffer.append("&amp;");              break;
-                    case '\"': buffer.append("&quot;");             break;
-                    case '\'': buffer.append("&apos;");             break;
-                    case '<':  buffer.append("&lt;");                   break;
-                    case '>':  buffer.append("&gt;");                   break;
-                    default:   buffer.append(&data[pos], 1);    break;
-            }
-    }
-    return buffer;
-}
-
-// -----------------------------------------------------------------------------------
-// Write a text model dump
-static
-void WriteDump(const aiScene* scene, IOStream* io, bool shortened) {
-    time_t tt = ::time( NULL );
-#if _WIN32
-    tm* p = gmtime(&tt);
-#else
-    struct tm now;
-    tm* p = gmtime_r(&tt, &now);
-#endif
-    ai_assert(nullptr != p);
-
-    // write header
-    std::string header(
-        "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
-        "<ASSIMP format_id=\"1\">\n\n"
-        "<!-- XML Model dump produced by assimp dump\n"
-        "  Library version: %i.%i.%i\n"
-        "  %s\n"
-        "-->"
-        " \n\n"
-        "<Scene flags=\"%d\" postprocessing=\"%i\">\n"
-    );
-
-    const unsigned int majorVersion( aiGetVersionMajor() );
-    const unsigned int minorVersion( aiGetVersionMinor() );
-    const unsigned int rev( aiGetVersionRevision() );
-    const char *curtime( asctime( p ) );
-    ioprintf( io, header.c_str(), majorVersion, minorVersion, rev, curtime, scene->mFlags, 0 );
-
-    // write the node graph
-    WriteNode(scene->mRootNode, io, 0);
-
-#if 0
-        // write cameras
-    for (unsigned int i = 0; i < scene->mNumCameras;++i) {
-        aiCamera* cam  = scene->mCameras[i];
-        ConvertName(name,cam->mName);
-
-        // camera header
-        ioprintf(io,"\t<Camera parent=\"%s\">\n"
-            "\t\t<Vector3 name=\"up\"        > %0 8f %0 8f %0 8f </Vector3>\n"
-            "\t\t<Vector3 name=\"lookat\"    > %0 8f %0 8f %0 8f </Vector3>\n"
-            "\t\t<Vector3 name=\"pos\"       > %0 8f %0 8f %0 8f </Vector3>\n"
-            "\t\t<Float   name=\"fov\"       > %f </Float>\n"
-            "\t\t<Float   name=\"aspect\"    > %f </Float>\n"
-            "\t\t<Float   name=\"near_clip\" > %f </Float>\n"
-            "\t\t<Float   name=\"far_clip\"  > %f </Float>\n"
-            "\t</Camera>\n",
-            name.data,
-            cam->mUp.x,cam->mUp.y,cam->mUp.z,
-            cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z,
-            cam->mPosition.x,cam->mPosition.y,cam->mPosition.z,
-            cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i);
-    }
-
-    // write lights
-    for (unsigned int i = 0; i < scene->mNumLights;++i) {
-        aiLight* l  = scene->mLights[i];
-        ConvertName(name,l->mName);
-
-        // light header
-        ioprintf(io,"\t<Light parent=\"%s\"> type=\"%s\"\n"
-            "\t\t<Vector3 name=\"diffuse\"   > %0 8f %0 8f %0 8f </Vector3>\n"
-            "\t\t<Vector3 name=\"specular\"  > %0 8f %0 8f %0 8f </Vector3>\n"
-            "\t\t<Vector3 name=\"ambient\"   > %0 8f %0 8f %0 8f </Vector3>\n",
-            name.data,
-            (l->mType == aiLightSource_DIRECTIONAL ? "directional" :
-            (l->mType == aiLightSource_POINT ? "point" : "spot" )),
-            l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b,
-            l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b,
-            l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b);
-
-        if (l->mType != aiLightSource_DIRECTIONAL) {
-            ioprintf(io,
-                "\t\t<Vector3 name=\"pos\"       > %0 8f %0 8f %0 8f </Vector3>\n"
-                "\t\t<Float   name=\"atten_cst\" > %f </Float>\n"
-                "\t\t<Float   name=\"atten_lin\" > %f </Float>\n"
-                "\t\t<Float   name=\"atten_sqr\" > %f </Float>\n",
-                l->mPosition.x,l->mPosition.y,l->mPosition.z,
-                l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic);
-        }
-
-        if (l->mType != aiLightSource_POINT) {
-            ioprintf(io,
-                "\t\t<Vector3 name=\"lookat\"    > %0 8f %0 8f %0 8f </Vector3>\n",
-                l->mDirection.x,l->mDirection.y,l->mDirection.z);
-        }
-
-        if (l->mType == aiLightSource_SPOT) {
-            ioprintf(io,
-                "\t\t<Float   name=\"cone_out\" > %f </Float>\n"
-                "\t\t<Float   name=\"cone_inn\" > %f </Float>\n",
-                l->mAngleOuterCone,l->mAngleInnerCone);
-        }
-        ioprintf(io,"\t</Light>\n");
-    }
-#endif
-    aiString name;
-
-    // write textures
-    if (scene->mNumTextures) {
-        ioprintf(io,"<TextureList num=\"%i\">\n",scene->mNumTextures);
-        for (unsigned int i = 0; i < scene->mNumTextures;++i) {
-            aiTexture* tex  = scene->mTextures[i];
-            bool compressed = (tex->mHeight == 0);
-
-            // mesh header
-            ioprintf(io,"\t<Texture width=\"%i\" height=\"%i\" compressed=\"%s\"> \n",
-                (compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
-                (compressed ? "true" : "false"));
-
-            if (compressed) {
-                ioprintf(io,"\t\t<Data length=\"%i\"> \n",tex->mWidth);
-
-                if (!shortened) {
-                    for (unsigned int n = 0; n < tex->mWidth;++n) {
-                        ioprintf(io,"\t\t\t%2x",reinterpret_cast<uint8_t*>(tex->pcData)[n]);
-                        if (n && !(n % 50)) {
-                            ioprintf(io,"\n");
-                        }
-                    }
-                }
-            }
-            else if (!shortened){
-                ioprintf(io,"\t\t<Data length=\"%i\"> \n",tex->mWidth*tex->mHeight*4);
-
-                // const unsigned int width = (unsigned int)std::log10((double)std::max(tex->mHeight,tex->mWidth))+1;
-                for (unsigned int y = 0; y < tex->mHeight;++y) {
-                    for (unsigned int x = 0; x < tex->mWidth;++x) {
-                        aiTexel* tx = tex->pcData + y*tex->mWidth+x;
-                        unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a;
-                        ioprintf(io,"\t\t\t%2x %2x %2x %2x",r,g,b,a);
-
-                        // group by four for readability
-                        if ( 0 == ( x + y*tex->mWidth ) % 4 ) {
-                            ioprintf( io, "\n" );
-                        }
-                    }
-                }
-            }
-            ioprintf(io,"\t\t</Data>\n\t</Texture>\n");
-        }
-        ioprintf(io,"</TextureList>\n");
-    }
-
-    // write materials
-    if (scene->mNumMaterials) {
-        ioprintf(io,"<MaterialList num=\"%i\">\n",scene->mNumMaterials);
-        for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
-            const aiMaterial* mat = scene->mMaterials[i];
-
-            ioprintf(io,"\t<Material>\n");
-            ioprintf(io,"\t\t<MatPropertyList  num=\"%i\">\n",mat->mNumProperties);
-            for (unsigned int n = 0; n < mat->mNumProperties;++n) {
-
-                const aiMaterialProperty* prop = mat->mProperties[n];
-                const char* sz = "";
-                if (prop->mType == aiPTI_Float) {
-                    sz = "float";
-                }
-                else if (prop->mType == aiPTI_Integer) {
-                    sz = "integer";
-                }
-                else if (prop->mType == aiPTI_String) {
-                    sz = "string";
-                }
-                else if (prop->mType == aiPTI_Buffer) {
-                    sz = "binary_buffer";
-                }
-
-                ioprintf(io,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%i\"",
-                    prop->mKey.data, sz,
-                    ::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex);
-
-                if (prop->mType == aiPTI_Float) {
-                    ioprintf(io," size=\"%i\">\n\t\t\t\t",
-                        static_cast<int>(prop->mDataLength/sizeof(float)));
-
-                    for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) {
-                        ioprintf(io,"%f ",*((float*)(prop->mData+p*sizeof(float))));
-                    }
-                }
-                else if (prop->mType == aiPTI_Integer) {
-                    ioprintf(io," size=\"%i\">\n\t\t\t\t",
-                        static_cast<int>(prop->mDataLength/sizeof(int)));
-
-                    for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) {
-                        ioprintf(io,"%i ",*((int*)(prop->mData+p*sizeof(int))));
-                    }
-                }
-                else if (prop->mType == aiPTI_Buffer) {
-                    ioprintf(io," size=\"%i\">\n\t\t\t\t",
-                        static_cast<int>(prop->mDataLength));
-
-                    for (unsigned int p = 0; p < prop->mDataLength;++p) {
-                        ioprintf(io,"%2x ",prop->mData[p]);
-                        if (p && 0 == p%30) {
-                            ioprintf(io,"\n\t\t\t\t");
-                        }
-                    }
-                }
-                else if (prop->mType == aiPTI_String) {
-                    ioprintf(io,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */);
-                }
-                ioprintf(io,"\n\t\t\t</MatProperty>\n");
-            }
-            ioprintf(io,"\t\t</MatPropertyList>\n");
-            ioprintf(io,"\t</Material>\n");
-        }
-        ioprintf(io,"</MaterialList>\n");
-    }
-
-    // write animations
-    if (scene->mNumAnimations) {
-        ioprintf(io,"<AnimationList num=\"%i\">\n",scene->mNumAnimations);
-        for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
-            aiAnimation* anim = scene->mAnimations[i];
-
-            // anim header
-            ConvertName(name,anim->mName);
-            ioprintf(io,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
-                name.data, anim->mDuration, anim->mTicksPerSecond);
-
-            // write bone animation channels
-            if (anim->mNumChannels) {
-                ioprintf(io,"\t\t<NodeAnimList num=\"%i\">\n",anim->mNumChannels);
-                for (unsigned int n = 0; n < anim->mNumChannels;++n) {
-                    aiNodeAnim* nd = anim->mChannels[n];
-
-                    // node anim header
-                    ConvertName(name,nd->mNodeName);
-                    ioprintf(io,"\t\t\t<NodeAnim node=\"%s\">\n",name.data);
-
-                    if (!shortened) {
-                        // write position keys
-                        if (nd->mNumPositionKeys) {
-                            ioprintf(io,"\t\t\t\t<PositionKeyList num=\"%i\">\n",nd->mNumPositionKeys);
-                            for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) {
-                                aiVectorKey* vc = nd->mPositionKeys+a;
-                                ioprintf(io,"\t\t\t\t\t<PositionKey time=\"%e\">\n"
-                                    "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</PositionKey>\n",
-                                    vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
-                            }
-                            ioprintf(io,"\t\t\t\t</PositionKeyList>\n");
-                        }
-
-                        // write scaling keys
-                        if (nd->mNumScalingKeys) {
-                            ioprintf(io,"\t\t\t\t<ScalingKeyList num=\"%i\">\n",nd->mNumScalingKeys);
-                            for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) {
-                                aiVectorKey* vc = nd->mScalingKeys+a;
-                                ioprintf(io,"\t\t\t\t\t<ScalingKey time=\"%e\">\n"
-                                    "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n",
-                                    vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
-                            }
-                            ioprintf(io,"\t\t\t\t</ScalingKeyList>\n");
-                        }
-
-                        // write rotation keys
-                        if (nd->mNumRotationKeys) {
-                            ioprintf(io,"\t\t\t\t<RotationKeyList num=\"%i\">\n",nd->mNumRotationKeys);
-                            for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
-                                aiQuatKey* vc = nd->mRotationKeys+a;
-                                ioprintf(io,"\t\t\t\t\t<RotationKey time=\"%e\">\n"
-                                    "\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n",
-                                    vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w);
-                            }
-                            ioprintf(io,"\t\t\t\t</RotationKeyList>\n");
-                        }
-                    }
-                    ioprintf(io,"\t\t\t</NodeAnim>\n");
-                }
-                ioprintf(io,"\t\t</NodeAnimList>\n");
-            }
-            ioprintf(io,"\t</Animation>\n");
-        }
-        ioprintf(io,"</AnimationList>\n");
-    }
-
-    // write meshes
-    if (scene->mNumMeshes) {
-        ioprintf(io,"<MeshList num=\"%i\">\n",scene->mNumMeshes);
-        for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
-            aiMesh* mesh = scene->mMeshes[i];
-            // const unsigned int width = (unsigned int)std::log10((double)mesh->mNumVertices)+1;
-
-            // mesh header
-            ioprintf(io,"\t<Mesh types=\"%s %s %s %s\" material_index=\"%i\">\n",
-                (mesh->mPrimitiveTypes & aiPrimitiveType_POINT    ? "points"    : ""),
-                (mesh->mPrimitiveTypes & aiPrimitiveType_LINE     ? "lines"     : ""),
-                (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
-                (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON  ? "polygons"  : ""),
-                mesh->mMaterialIndex);
-
-            // bones
-            if (mesh->mNumBones) {
-                ioprintf(io,"\t\t<BoneList num=\"%i\">\n",mesh->mNumBones);
-
-                for (unsigned int n = 0; n < mesh->mNumBones;++n) {
-                    aiBone* bone = mesh->mBones[n];
-
-                    ConvertName(name,bone->mName);
-                    // bone header
-                    ioprintf(io,"\t\t\t<Bone name=\"%s\">\n"
-                        "\t\t\t\t<Matrix4> \n"
-                        "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
-                        "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
-                        "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
-                        "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
-                        "\t\t\t\t</Matrix4> \n",
-                        name.data,
-                        bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4,
-                        bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4,
-                        bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4,
-                        bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4);
-
-                    if (!shortened && bone->mNumWeights) {
-                        ioprintf(io,"\t\t\t\t<WeightList num=\"%i\">\n",bone->mNumWeights);
-
-                        // bone weights
-                        for (unsigned int a = 0; a < bone->mNumWeights;++a) {
-                            aiVertexWeight* wght = bone->mWeights+a;
-
-                            ioprintf(io,"\t\t\t\t\t<Weight index=\"%i\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
-                                wght->mVertexId,wght->mWeight);
-                        }
-                        ioprintf(io,"\t\t\t\t</WeightList>\n");
-                    }
-                    ioprintf(io,"\t\t\t</Bone>\n");
-                }
-                ioprintf(io,"\t\t</BoneList>\n");
-            }
-
-            // faces
-            if (!shortened && mesh->mNumFaces) {
-                ioprintf(io,"\t\t<FaceList num=\"%i\">\n",mesh->mNumFaces);
-                for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
-                    aiFace& f = mesh->mFaces[n];
-                    ioprintf(io,"\t\t\t<Face num=\"%i\">\n"
-                        "\t\t\t\t",f.mNumIndices);
-
-                    for (unsigned int j = 0; j < f.mNumIndices;++j)
-                        ioprintf(io,"%i ",f.mIndices[j]);
-
-                    ioprintf(io,"\n\t\t\t</Face>\n");
-                }
-                ioprintf(io,"\t\t</FaceList>\n");
-            }
-
-            // vertex positions
-            if (mesh->HasPositions()) {
-                ioprintf(io,"\t\t<Positions num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
-                if (!shortened) {
-                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
-                            mesh->mVertices[n].x,
-                            mesh->mVertices[n].y,
-                            mesh->mVertices[n].z);
-                    }
-                }
-                ioprintf(io,"\t\t</Positions>\n");
-            }
-
-            // vertex normals
-            if (mesh->HasNormals()) {
-                ioprintf(io,"\t\t<Normals num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
-                if (!shortened) {
-                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
-                            mesh->mNormals[n].x,
-                            mesh->mNormals[n].y,
-                            mesh->mNormals[n].z);
-                    }
-                }
-                ioprintf(io,"\t\t</Normals>\n");
-            }
-
-            // vertex tangents and bitangents
-            if (mesh->HasTangentsAndBitangents()) {
-                ioprintf(io,"\t\t<Tangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
-                if (!shortened) {
-                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
-                            mesh->mTangents[n].x,
-                            mesh->mTangents[n].y,
-                            mesh->mTangents[n].z);
-                    }
-                }
-                ioprintf(io,"\t\t</Tangents>\n");
-
-                ioprintf(io,"\t\t<Bitangents num=\"%i\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
-                if (!shortened) {
-                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
-                            mesh->mBitangents[n].x,
-                            mesh->mBitangents[n].y,
-                            mesh->mBitangents[n].z);
-                    }
-                }
-                ioprintf(io,"\t\t</Bitangents>\n");
-            }
-
-            // texture coordinates
-            for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
-                if (!mesh->mTextureCoords[a])
-                    break;
-
-                ioprintf(io,"\t\t<TextureCoords num=\"%i\" set=\"%i\" num_components=\"%i\"> \n",mesh->mNumVertices,
-                    a,mesh->mNumUVComponents[a]);
-
-                if (!shortened) {
-                    if (mesh->mNumUVComponents[a] == 3) {
-                        for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-                            ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
-                                mesh->mTextureCoords[a][n].x,
-                                mesh->mTextureCoords[a][n].y,
-                                mesh->mTextureCoords[a][n].z);
-                        }
-                    }
-                    else {
-                        for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-                            ioprintf(io,"\t\t%0 8f %0 8f\n",
-                                mesh->mTextureCoords[a][n].x,
-                                mesh->mTextureCoords[a][n].y);
-                        }
-                    }
-                }
-                ioprintf(io,"\t\t</TextureCoords>\n");
-            }
-
-            // vertex colors
-            for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
-                if (!mesh->mColors[a])
-                    break;
-                ioprintf(io,"\t\t<Colors num=\"%i\" set=\"%i\" num_components=\"4\"> \n",mesh->mNumVertices,a);
-                if (!shortened) {
-                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f %0 8f\n",
-                            mesh->mColors[a][n].r,
-                            mesh->mColors[a][n].g,
-                            mesh->mColors[a][n].b,
-                            mesh->mColors[a][n].a);
-                    }
-                }
-                ioprintf(io,"\t\t</Colors>\n");
-            }
-            ioprintf(io,"\t</Mesh>\n");
-        }
-        ioprintf(io,"</MeshList>\n");
-    }
-    ioprintf(io,"</Scene>\n</ASSIMP>");
-}
-
-} // end of namespace AssxmlExport
-
 void ExportSceneAssxml(const char* pFile, IOSystem* pIOSystem, const aiScene* pScene, const ExportProperties* /*pProperties*/)
 {
-    IOStream * out = pIOSystem->Open( pFile, "wt" );
-    if (!out) return;
-
-    bool shortened = false;
-    AssxmlExport::WriteDump( pScene, out, shortened );
-
-    pIOSystem->Close( out );
+    DumpSceneToAssxml(
+        pFile,
+        "\0", // command(s)
+        pIOSystem,
+        pScene,
+        false); // shortened?
 }
 
 } // end of namespace Assimp
diff --git a/code/Assxml/AssxmlFileWriter.cpp b/code/Assxml/AssxmlFileWriter.cpp
new file mode 100644
index 000000000..0ed59e509
--- /dev/null
+++ b/code/Assxml/AssxmlFileWriter.cpp
@@ -0,0 +1,664 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2020, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+  copyright notice, this list of conditions and the
+  following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+  copyright notice, this list of conditions and the
+  following disclaimer in the documentation and/or other
+  materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+  contributors may be used to endorse or promote products
+  derived from this software without specific prior
+  written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file AssxmlFileWriter.cpp
+ *  @brief Implementation of Assxml file writer.
+ */
+
+#include "AssxmlFileWriter.h"
+
+#include "PostProcessing/ProcessHelper.h"
+
+#include <assimp/version.h>
+#include <assimp/IOStream.hpp>
+#include <assimp/IOSystem.hpp>
+#include <assimp/Exporter.hpp>
+
+#include <stdarg.h>
+
+#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+#   include <zlib.h>
+#else
+#   include <contrib/zlib/zlib.h>
+#endif
+
+#include <time.h>
+#include <stdio.h>
+#include <memory>
+
+using namespace Assimp;
+
+namespace Assimp {
+
+namespace AssxmlFileWriter  {
+
+// -----------------------------------------------------------------------------------
+static int ioprintf( IOStream * io, const char *format, ... ) {
+    using namespace std;
+    if ( nullptr == io ) {
+        return -1;
+    }
+
+    static const int Size = 4096;
+    char sz[ Size ];
+    ::memset( sz, '\0', Size );
+    va_list va;
+    va_start( va, format );
+    const unsigned int nSize = vsnprintf( sz, Size-1, format, va );
+    ai_assert( nSize < Size );
+    va_end( va );
+
+    io->Write( sz, sizeof(char), nSize );
+
+    return nSize;
+}
+
+// -----------------------------------------------------------------------------------
+// Convert a name to standard XML format
+static void ConvertName(aiString& out, const aiString& in) {
+    out.length = 0;
+    for (unsigned int i = 0; i < in.length; ++i)  {
+        switch (in.data[i]) {
+            case '<':
+                out.Append("&lt;");break;
+            case '>':
+                out.Append("&gt;");break;
+            case '&':
+                out.Append("&amp;");break;
+            case '\"':
+                out.Append("&quot;");break;
+            case '\'':
+                out.Append("&apos;");break;
+            default:
+                out.data[out.length++] = in.data[i];
+        }
+    }
+    out.data[out.length] = 0;
+}
+
+// -----------------------------------------------------------------------------------
+// Write a single node as text dump
+static void WriteNode(const aiNode* node, IOStream * io, unsigned int depth) {
+    char prefix[512];
+    for (unsigned int i = 0; i < depth;++i)
+        prefix[i] = '\t';
+    prefix[depth] = '\0';
+
+    const aiMatrix4x4& m = node->mTransformation;
+
+    aiString name;
+    ConvertName(name,node->mName);
+    ioprintf(io,"%s<Node name=\"%s\"> \n"
+        "%s\t<Matrix4> \n"
+        "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
+        "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
+        "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
+        "%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
+        "%s\t</Matrix4> \n",
+        prefix,name.data,prefix,
+        prefix,m.a1,m.a2,m.a3,m.a4,
+        prefix,m.b1,m.b2,m.b3,m.b4,
+        prefix,m.c1,m.c2,m.c3,m.c4,
+        prefix,m.d1,m.d2,m.d3,m.d4,prefix);
+
+    if (node->mNumMeshes) {
+        ioprintf(io, "%s\t<MeshRefs num=\"%u\">\n%s\t",
+            prefix,node->mNumMeshes,prefix);
+
+        for (unsigned int i = 0; i < node->mNumMeshes;++i) {
+            ioprintf(io,"%u ",node->mMeshes[i]);
+        }
+        ioprintf(io,"\n%s\t</MeshRefs>\n",prefix);
+    }
+
+    if (node->mNumChildren) {
+        ioprintf(io,"%s\t<NodeList num=\"%u\">\n",
+            prefix,node->mNumChildren);
+
+        for (unsigned int i = 0; i < node->mNumChildren;++i) {
+            WriteNode(node->mChildren[i],io,depth+2);
+        }
+        ioprintf(io,"%s\t</NodeList>\n",prefix);
+    }
+    ioprintf(io,"%s</Node>\n",prefix);
+}
+
+
+// -----------------------------------------------------------------------------------
+// Some chuncks of text will need to be encoded for XML
+// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
+static std::string encodeXML(const std::string& data) {
+    std::string buffer;
+    buffer.reserve(data.size());
+    for(size_t pos = 0; pos != data.size(); ++pos) {
+            switch(data[pos]) {
+                    case '&':  buffer.append("&amp;");              break;
+                    case '\"': buffer.append("&quot;");             break;
+                    case '\'': buffer.append("&apos;");             break;
+                    case '<':  buffer.append("&lt;");                   break;
+                    case '>':  buffer.append("&gt;");                   break;
+                    default:   buffer.append(&data[pos], 1);    break;
+            }
+    }
+    return buffer;
+}
+
+// -----------------------------------------------------------------------------------
+// Write a text model dump
+static
+void WriteDump(const char* pFile, const char* cmd, const aiScene* scene, IOStream* io, bool shortened) {
+    time_t tt = ::time( NULL );
+#if _WIN32
+    tm* p = gmtime(&tt);
+#else
+    struct tm now;
+    tm* p = gmtime_r(&tt, &now);
+#endif
+    ai_assert(nullptr != p);
+
+    std::string c = cmd;
+    std::string::size_type s; 
+
+    // https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632
+    // -- not allowed in XML comments
+    while((s = c.find("--")) != std::string::npos) {
+        c[s] = '?';
+    }
+
+    // write header
+    std::string header(
+        "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
+        "<ASSIMP format_id=\"1\">\n\n"
+        "<!-- XML Model dump produced by assimp dump\n"
+        "  Library version: %u.%u.%u\n"
+        "  Source: %s\n"
+        "  Command line: %s\n"
+        "  %s\n"
+        "-->"
+        " \n\n"
+        "<Scene flags=\"%u\" postprocessing=\"%u\">\n"
+    );
+
+    const unsigned int majorVersion( aiGetVersionMajor() );
+    const unsigned int minorVersion( aiGetVersionMinor() );
+    const unsigned int rev( aiGetVersionRevision() );
+    const char *curtime( asctime( p ) );
+    ioprintf( io, header.c_str(), majorVersion, minorVersion, rev, pFile, c.c_str(), curtime, scene->mFlags, 0u );
+
+    // write the node graph
+    WriteNode(scene->mRootNode, io, 0);
+
+#if 0
+    // write cameras
+    for (unsigned int i = 0; i < scene->mNumCameras;++i) {
+        aiCamera* cam  = scene->mCameras[i];
+        ConvertName(name,cam->mName);
+
+        // camera header
+        ioprintf(io,"\t<Camera parent=\"%s\">\n"
+            "\t\t<Vector3 name=\"up\"        > %0 8f %0 8f %0 8f </Vector3>\n"
+            "\t\t<Vector3 name=\"lookat\"    > %0 8f %0 8f %0 8f </Vector3>\n"
+            "\t\t<Vector3 name=\"pos\"       > %0 8f %0 8f %0 8f </Vector3>\n"
+            "\t\t<Float   name=\"fov\"       > %f </Float>\n"
+            "\t\t<Float   name=\"aspect\"    > %f </Float>\n"
+            "\t\t<Float   name=\"near_clip\" > %f </Float>\n"
+            "\t\t<Float   name=\"far_clip\"  > %f </Float>\n"
+            "\t</Camera>\n",
+            name.data,
+            cam->mUp.x,cam->mUp.y,cam->mUp.z,
+            cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z,
+            cam->mPosition.x,cam->mPosition.y,cam->mPosition.z,
+            cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i);
+    }
+
+    // write lights
+    for (unsigned int i = 0; i < scene->mNumLights;++i) {
+        aiLight* l  = scene->mLights[i];
+        ConvertName(name,l->mName);
+
+        // light header
+        ioprintf(io,"\t<Light parent=\"%s\"> type=\"%s\"\n"
+            "\t\t<Vector3 name=\"diffuse\"   > %0 8f %0 8f %0 8f </Vector3>\n"
+            "\t\t<Vector3 name=\"specular\"  > %0 8f %0 8f %0 8f </Vector3>\n"
+            "\t\t<Vector3 name=\"ambient\"   > %0 8f %0 8f %0 8f </Vector3>\n",
+            name.data,
+            (l->mType == aiLightSource_DIRECTIONAL ? "directional" :
+            (l->mType == aiLightSource_POINT ? "point" : "spot" )),
+            l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b,
+            l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b,
+            l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b);
+
+        if (l->mType != aiLightSource_DIRECTIONAL) {
+            ioprintf(io,
+                "\t\t<Vector3 name=\"pos\"       > %0 8f %0 8f %0 8f </Vector3>\n"
+                "\t\t<Float   name=\"atten_cst\" > %f </Float>\n"
+                "\t\t<Float   name=\"atten_lin\" > %f </Float>\n"
+                "\t\t<Float   name=\"atten_sqr\" > %f </Float>\n",
+                l->mPosition.x,l->mPosition.y,l->mPosition.z,
+                l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic);
+        }
+
+        if (l->mType != aiLightSource_POINT) {
+            ioprintf(io,
+                "\t\t<Vector3 name=\"lookat\"    > %0 8f %0 8f %0 8f </Vector3>\n",
+                l->mDirection.x,l->mDirection.y,l->mDirection.z);
+        }
+
+        if (l->mType == aiLightSource_SPOT) {
+            ioprintf(io,
+                "\t\t<Float   name=\"cone_out\" > %f </Float>\n"
+                "\t\t<Float   name=\"cone_inn\" > %f </Float>\n",
+                l->mAngleOuterCone,l->mAngleInnerCone);
+        }
+        ioprintf(io,"\t</Light>\n");
+    }
+#endif
+    aiString name;
+
+    // write textures
+    if (scene->mNumTextures) {
+        ioprintf(io,"<TextureList num=\"%u\">\n",scene->mNumTextures);
+        for (unsigned int i = 0; i < scene->mNumTextures;++i) {
+            aiTexture* tex  = scene->mTextures[i];
+            bool compressed = (tex->mHeight == 0);
+
+            // mesh header
+            ioprintf(io,"\t<Texture width=\"%u\" height=\"%u\" compressed=\"%s\"> \n",
+                (compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
+                (compressed ? "true" : "false"));
+
+            if (compressed) {
+                ioprintf(io,"\t\t<Data length=\"%u\"> \n",tex->mWidth);
+
+                if (!shortened) {
+                    for (unsigned int n = 0; n < tex->mWidth;++n) {
+                        ioprintf(io,"\t\t\t%2x",reinterpret_cast<uint8_t*>(tex->pcData)[n]);
+                        if (n && !(n % 50)) {
+                            ioprintf(io,"\n");
+                        }
+                    }
+                }
+            }
+            else if (!shortened){
+                ioprintf(io,"\t\t<Data length=\"%u\"> \n",tex->mWidth*tex->mHeight*4);
+
+                // const unsigned int width = (unsigned int)std::log10((double)std::max(tex->mHeight,tex->mWidth))+1;
+                for (unsigned int y = 0; y < tex->mHeight;++y) {
+                    for (unsigned int x = 0; x < tex->mWidth;++x) {
+                        aiTexel* tx = tex->pcData + y*tex->mWidth+x;
+                        unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a;
+                        ioprintf(io,"\t\t\t%2x %2x %2x %2x",r,g,b,a);
+
+                        // group by four for readability
+                        if ( 0 == ( x + y*tex->mWidth ) % 4 ) {
+                            ioprintf( io, "\n" );
+                        }
+                    }
+                }
+            }
+            ioprintf(io,"\t\t</Data>\n\t</Texture>\n");
+        }
+        ioprintf(io,"</TextureList>\n");
+    }
+
+    // write materials
+    if (scene->mNumMaterials) {
+        ioprintf(io,"<MaterialList num=\"%u\">\n",scene->mNumMaterials);
+        for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
+            const aiMaterial* mat = scene->mMaterials[i];
+
+            ioprintf(io,"\t<Material>\n");
+            ioprintf(io,"\t\t<MatPropertyList  num=\"%u\">\n",mat->mNumProperties);
+            for (unsigned int n = 0; n < mat->mNumProperties;++n) {
+
+                const aiMaterialProperty* prop = mat->mProperties[n];
+                const char* sz = "";
+                if (prop->mType == aiPTI_Float) {
+                    sz = "float";
+                }
+                else if (prop->mType == aiPTI_Integer) {
+                    sz = "integer";
+                }
+                else if (prop->mType == aiPTI_String) {
+                    sz = "string";
+                }
+                else if (prop->mType == aiPTI_Buffer) {
+                    sz = "binary_buffer";
+                }
+
+                ioprintf(io,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%u\"",
+                    prop->mKey.data, sz,
+                    ::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex);
+
+                if (prop->mType == aiPTI_Float) {
+                    ioprintf(io," size=\"%i\">\n\t\t\t\t",
+                        static_cast<int>(prop->mDataLength/sizeof(float)));
+
+                    for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) {
+                        ioprintf(io,"%f ",*((float*)(prop->mData+p*sizeof(float))));
+                    }
+                }
+                else if (prop->mType == aiPTI_Integer) {
+                    ioprintf(io," size=\"%i\">\n\t\t\t\t",
+                        static_cast<int>(prop->mDataLength/sizeof(int)));
+
+                    for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) {
+                        ioprintf(io,"%i ",*((int*)(prop->mData+p*sizeof(int))));
+                    }
+                }
+                else if (prop->mType == aiPTI_Buffer) {
+                    ioprintf(io," size=\"%i\">\n\t\t\t\t",
+                        static_cast<int>(prop->mDataLength));
+
+                    for (unsigned int p = 0; p < prop->mDataLength;++p) {
+                        ioprintf(io,"%2x ",prop->mData[p]);
+                        if (p && 0 == p%30) {
+                            ioprintf(io,"\n\t\t\t\t");
+                        }
+                    }
+                }
+                else if (prop->mType == aiPTI_String) {
+                    ioprintf(io,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */);
+                }
+                ioprintf(io,"\n\t\t\t</MatProperty>\n");
+            }
+            ioprintf(io,"\t\t</MatPropertyList>\n");
+            ioprintf(io,"\t</Material>\n");
+        }
+        ioprintf(io,"</MaterialList>\n");
+    }
+
+    // write animations
+    if (scene->mNumAnimations) {
+        ioprintf(io,"<AnimationList num=\"%u\">\n",scene->mNumAnimations);
+        for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
+            aiAnimation* anim = scene->mAnimations[i];
+
+            // anim header
+            ConvertName(name,anim->mName);
+            ioprintf(io,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
+                name.data, anim->mDuration, anim->mTicksPerSecond);
+
+            // write bone animation channels
+            if (anim->mNumChannels) {
+                ioprintf(io,"\t\t<NodeAnimList num=\"%u\">\n",anim->mNumChannels);
+                for (unsigned int n = 0; n < anim->mNumChannels;++n) {
+                    aiNodeAnim* nd = anim->mChannels[n];
+
+                    // node anim header
+                    ConvertName(name,nd->mNodeName);
+                    ioprintf(io,"\t\t\t<NodeAnim node=\"%s\">\n",name.data);
+
+                    if (!shortened) {
+                        // write position keys
+                        if (nd->mNumPositionKeys) {
+                            ioprintf(io,"\t\t\t\t<PositionKeyList num=\"%u\">\n",nd->mNumPositionKeys);
+                            for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) {
+                                aiVectorKey* vc = nd->mPositionKeys+a;
+                                ioprintf(io,"\t\t\t\t\t<PositionKey time=\"%e\">\n"
+                                    "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</PositionKey>\n",
+                                    vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
+                            }
+                            ioprintf(io,"\t\t\t\t</PositionKeyList>\n");
+                        }
+
+                        // write scaling keys
+                        if (nd->mNumScalingKeys) {
+                            ioprintf(io,"\t\t\t\t<ScalingKeyList num=\"%u\">\n",nd->mNumScalingKeys);
+                            for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) {
+                                aiVectorKey* vc = nd->mScalingKeys+a;
+                                ioprintf(io,"\t\t\t\t\t<ScalingKey time=\"%e\">\n"
+                                    "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n",
+                                    vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
+                            }
+                            ioprintf(io,"\t\t\t\t</ScalingKeyList>\n");
+                        }
+
+                        // write rotation keys
+                        if (nd->mNumRotationKeys) {
+                            ioprintf(io,"\t\t\t\t<RotationKeyList num=\"%u\">\n",nd->mNumRotationKeys);
+                            for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
+                                aiQuatKey* vc = nd->mRotationKeys+a;
+                                ioprintf(io,"\t\t\t\t\t<RotationKey time=\"%e\">\n"
+                                    "\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n",
+                                    vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w);
+                            }
+                            ioprintf(io,"\t\t\t\t</RotationKeyList>\n");
+                        }
+                    }
+                    ioprintf(io,"\t\t\t</NodeAnim>\n");
+                }
+                ioprintf(io,"\t\t</NodeAnimList>\n");
+            }
+            ioprintf(io,"\t</Animation>\n");
+        }
+        ioprintf(io,"</AnimationList>\n");
+    }
+
+    // write meshes
+    if (scene->mNumMeshes) {
+        ioprintf(io,"<MeshList num=\"%u\">\n",scene->mNumMeshes);
+        for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
+            aiMesh* mesh = scene->mMeshes[i];
+            // const unsigned int width = (unsigned int)std::log10((double)mesh->mNumVertices)+1;
+
+            // mesh header
+            ioprintf(io,"\t<Mesh types=\"%s %s %s %s\" material_index=\"%u\">\n",
+                (mesh->mPrimitiveTypes & aiPrimitiveType_POINT    ? "points"    : ""),
+                (mesh->mPrimitiveTypes & aiPrimitiveType_LINE     ? "lines"     : ""),
+                (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
+                (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON  ? "polygons"  : ""),
+                mesh->mMaterialIndex);
+
+            // bones
+            if (mesh->mNumBones) {
+                ioprintf(io,"\t\t<BoneList num=\"%u\">\n",mesh->mNumBones);
+
+                for (unsigned int n = 0; n < mesh->mNumBones;++n) {
+                    aiBone* bone = mesh->mBones[n];
+
+                    ConvertName(name,bone->mName);
+                    // bone header
+                    ioprintf(io,"\t\t\t<Bone name=\"%s\">\n"
+                        "\t\t\t\t<Matrix4> \n"
+                        "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+                        "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+                        "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+                        "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
+                        "\t\t\t\t</Matrix4> \n",
+                        name.data,
+                        bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4,
+                        bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4,
+                        bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4,
+                        bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4);
+
+                    if (!shortened && bone->mNumWeights) {
+                        ioprintf(io,"\t\t\t\t<WeightList num=\"%u\">\n",bone->mNumWeights);
+
+                        // bone weights
+                        for (unsigned int a = 0; a < bone->mNumWeights;++a) {
+                            aiVertexWeight* wght = bone->mWeights+a;
+
+                            ioprintf(io,"\t\t\t\t\t<Weight index=\"%u\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
+                                wght->mVertexId,wght->mWeight);
+                        }
+                        ioprintf(io,"\t\t\t\t</WeightList>\n");
+                    }
+                    ioprintf(io,"\t\t\t</Bone>\n");
+                }
+                ioprintf(io,"\t\t</BoneList>\n");
+            }
+
+            // faces
+            if (!shortened && mesh->mNumFaces) {
+                ioprintf(io,"\t\t<FaceList num=\"%u\">\n",mesh->mNumFaces);
+                for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
+                    aiFace& f = mesh->mFaces[n];
+                    ioprintf(io,"\t\t\t<Face num=\"%u\">\n"
+                        "\t\t\t\t",f.mNumIndices);
+
+                    for (unsigned int j = 0; j < f.mNumIndices;++j)
+                        ioprintf(io,"%u ",f.mIndices[j]);
+
+                    ioprintf(io,"\n\t\t\t</Face>\n");
+                }
+                ioprintf(io,"\t\t</FaceList>\n");
+            }
+
+            // vertex positions
+            if (mesh->HasPositions()) {
+                ioprintf(io,"\t\t<Positions num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+                if (!shortened) {
+                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+                            mesh->mVertices[n].x,
+                            mesh->mVertices[n].y,
+                            mesh->mVertices[n].z);
+                    }
+                }
+                ioprintf(io,"\t\t</Positions>\n");
+            }
+
+            // vertex normals
+            if (mesh->HasNormals()) {
+                ioprintf(io,"\t\t<Normals num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+                if (!shortened) {
+                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+                            mesh->mNormals[n].x,
+                            mesh->mNormals[n].y,
+                            mesh->mNormals[n].z);
+                    }
+                }
+                ioprintf(io,"\t\t</Normals>\n");
+            }
+
+            // vertex tangents and bitangents
+            if (mesh->HasTangentsAndBitangents()) {
+                ioprintf(io,"\t\t<Tangents num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+                if (!shortened) {
+                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+                            mesh->mTangents[n].x,
+                            mesh->mTangents[n].y,
+                            mesh->mTangents[n].z);
+                    }
+                }
+                ioprintf(io,"\t\t</Tangents>\n");
+
+                ioprintf(io,"\t\t<Bitangents num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
+                if (!shortened) {
+                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+                            mesh->mBitangents[n].x,
+                            mesh->mBitangents[n].y,
+                            mesh->mBitangents[n].z);
+                    }
+                }
+                ioprintf(io,"\t\t</Bitangents>\n");
+            }
+
+            // texture coordinates
+            for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
+                if (!mesh->mTextureCoords[a])
+                    break;
+
+                ioprintf(io,"\t\t<TextureCoords num=\"%u\" set=\"%u\" num_components=\"%u\"> \n",mesh->mNumVertices,
+                    a,mesh->mNumUVComponents[a]);
+
+                if (!shortened) {
+                    if (mesh->mNumUVComponents[a] == 3) {
+                        for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                            ioprintf(io,"\t\t%0 8f %0 8f %0 8f\n",
+                                mesh->mTextureCoords[a][n].x,
+                                mesh->mTextureCoords[a][n].y,
+                                mesh->mTextureCoords[a][n].z);
+                        }
+                    }
+                    else {
+                        for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                            ioprintf(io,"\t\t%0 8f %0 8f\n",
+                                mesh->mTextureCoords[a][n].x,
+                                mesh->mTextureCoords[a][n].y);
+                        }
+                    }
+                }
+                ioprintf(io,"\t\t</TextureCoords>\n");
+            }
+
+            // vertex colors
+            for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
+                if (!mesh->mColors[a])
+                    break;
+                ioprintf(io,"\t\t<Colors num=\"%u\" set=\"%u\" num_components=\"4\"> \n",mesh->mNumVertices,a);
+                if (!shortened) {
+                    for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
+                        ioprintf(io,"\t\t%0 8f %0 8f %0 8f %0 8f\n",
+                            mesh->mColors[a][n].r,
+                            mesh->mColors[a][n].g,
+                            mesh->mColors[a][n].b,
+                            mesh->mColors[a][n].a);
+                    }
+                }
+                ioprintf(io,"\t\t</Colors>\n");
+            }
+            ioprintf(io,"\t</Mesh>\n");
+        }
+        ioprintf(io,"</MeshList>\n");
+    }
+    ioprintf(io,"</Scene>\n</ASSIMP>");
+}
+
+} // end of namespace AssxmlFileWriter
+
+void DumpSceneToAssxml(
+    const char* pFile, const char* cmd, IOSystem* pIOSystem,
+    const aiScene* pScene, bool shortened) {
+    std::unique_ptr<IOStream> file(pIOSystem->Open(pFile, "wt"));
+    if (!file.get()) {
+        throw std::runtime_error("Unable to open output file " + std::string(pFile) + '\n');
+    }
+
+    AssxmlFileWriter::WriteDump(pFile, cmd, pScene, file.get(), shortened);
+}
+
+} // end of namespace Assimp
diff --git a/code/Assxml/AssxmlFileWriter.h b/code/Assxml/AssxmlFileWriter.h
new file mode 100644
index 000000000..c10a8a5aa
--- /dev/null
+++ b/code/Assxml/AssxmlFileWriter.h
@@ -0,0 +1,65 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2020, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+  copyright notice, this list of conditions and the
+  following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+  copyright notice, this list of conditions and the
+  following disclaimer in the documentation and/or other
+  materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+  contributors may be used to endorse or promote products
+  derived from this software without specific prior
+  written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file AssxmlFileWriter.h
+ *  @brief Declaration of Assxml file writer.
+ */
+
+#ifndef AI_ASSXMLFILEWRITER_H_INC
+#define AI_ASSXMLFILEWRITER_H_INC
+
+#include <assimp/defs.h>
+#include <assimp/scene.h>
+#include <assimp/IOSystem.hpp>
+
+namespace Assimp {
+
+void ASSIMP_API DumpSceneToAssxml(
+    const char* pFile,
+    const char* cmd,
+    IOSystem* pIOSystem,
+    const aiScene* pScene,
+    bool shortened);
+
+}
+
+#endif // AI_ASSXMLFILEWRITER_H_INC
diff --git a/code/CMakeLists.txt b/code/CMakeLists.txt
index 650d5f455..5278509e8 100644
--- a/code/CMakeLists.txt
+++ b/code/CMakeLists.txt
@@ -338,6 +338,8 @@ ADD_ASSIMP_EXPORTER( ASSBIN
 ADD_ASSIMP_EXPORTER( ASSXML
   Assxml/AssxmlExporter.h
   Assxml/AssxmlExporter.cpp
+  Assxml/AssxmlFileWriter.h
+  Assxml/AssxmlFileWriter.cpp
 )
 
 ADD_ASSIMP_IMPORTER( B3D
diff --git a/code/PostProcessing/EmbedTexturesProcess.cpp b/code/PostProcessing/EmbedTexturesProcess.cpp
index f60ec1d5e..b187acf53 100644
--- a/code/PostProcessing/EmbedTexturesProcess.cpp
+++ b/code/PostProcessing/EmbedTexturesProcess.cpp
@@ -128,7 +128,8 @@ bool EmbedTexturesProcess::addTexture(aiScene* pScene, std::string path) const {
     auto oldTextures = pScene->mTextures;
     pScene->mTextures = new aiTexture*[pScene->mNumTextures];
     ::memmove(pScene->mTextures, oldTextures, sizeof(aiTexture*) * (pScene->mNumTextures - 1u));
-
+    delete [] oldTextures;
+    
     // Add the new texture
     auto pTexture = new aiTexture;
     pTexture->mHeight = 0; // Means that this is still compressed
diff --git a/tools/assimp_cmd/WriteDumb.cpp b/tools/assimp_cmd/WriteDumb.cpp
index 1e97b54f2..0403f3966 100644
--- a/tools/assimp_cmd/WriteDumb.cpp
+++ b/tools/assimp_cmd/WriteDumb.cpp
@@ -62,85 +62,13 @@ const char* AICMD_MSG_DUMP_HELP =
 #include "Common/assbin_chunks.h"
 #include <assimp/DefaultIOSystem.h>
 #include <code/Assbin/AssbinFileWriter.h>
+#include <code/Assxml/AssxmlFileWriter.h>
 
 #include <memory>
 
 FILE* out = NULL;
 bool shortened = false;
 
-// -----------------------------------------------------------------------------------
-// Convert a name to standard XML format
-void ConvertName(aiString& out, const aiString& in)
-{
-	out.length = 0;
-	for (unsigned int i = 0; i < in.length; ++i)  {
-		switch (in.data[i]) {
-			case '<':
-				out.Append("&lt;");break;
-			case '>':
-				out.Append("&gt;");break;
-			case '&':
-				out.Append("&amp;");break;
-			case '\"':
-				out.Append("&quot;");break;
-			case '\'':
-				out.Append("&apos;");break;
-			default:
-				out.data[out.length++] = in.data[i];
-		}
-	}
-	out.data[out.length] = 0;
-}
-
-// -----------------------------------------------------------------------------------
-// Write a single node as text dump
-void WriteNode(const aiNode* node, FILE* out, unsigned int depth)
-{
-	char prefix[512];
-	for (unsigned int i = 0; i < depth;++i)
-		prefix[i] = '\t';
-	prefix[depth] = '\0';
-
-	const aiMatrix4x4& m = node->mTransformation;
-
-	aiString name;
-	ConvertName(name,node->mName);
-	fprintf(out,"%s<Node name=\"%s\"> \n"
-		"%s\t<Matrix4> \n"
-		"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
-		"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
-		"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
-		"%s\t\t%0 6f %0 6f %0 6f %0 6f\n"
-		"%s\t</Matrix4> \n",
-		prefix,name.data,prefix,
-		prefix,m.a1,m.a2,m.a3,m.a4,
-		prefix,m.b1,m.b2,m.b3,m.b4,
-		prefix,m.c1,m.c2,m.c3,m.c4,
-		prefix,m.d1,m.d2,m.d3,m.d4,prefix);
-
-	if (node->mNumMeshes) {
-		fprintf(out, "%s\t<MeshRefs num=\"%u\">\n%s\t",
-			prefix,node->mNumMeshes,prefix);
-
-		for (unsigned int i = 0; i < node->mNumMeshes;++i) {
-			fprintf(out,"%u ",node->mMeshes[i]);
-		}
-		fprintf(out,"\n%s\t</MeshRefs>\n",prefix);
-	}
-
-	if (node->mNumChildren) {
-		fprintf(out,"%s\t<NodeList num=\"%u\">\n",
-			prefix,node->mNumChildren);
-
-		for (unsigned int i = 0; i < node->mNumChildren;++i) {
-			WriteNode(node->mChildren[i],out,depth+2);
-		}
-		fprintf(out,"%s\t</NodeList>\n",prefix);
-	}
-	fprintf(out,"%s</Node>\n",prefix);
-}
-
-
 // -------------------------------------------------------------------------------
 const char* TextureTypeToString(aiTextureType in)
 {
@@ -179,494 +107,6 @@ const char* TextureTypeToString(aiTextureType in)
 	return  "BUG";    
 }
 
-
-// -----------------------------------------------------------------------------------
-// Some chuncks of text will need to be encoded for XML
-// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377
-static std::string encodeXML(const std::string& data) {
-    std::string buffer;
-    buffer.reserve(data.size());
-    for(size_t pos = 0; pos != data.size(); ++pos) {
-        switch(data[pos]) {
-            case '&':  buffer.append("&amp;");       break;
-            case '\"': buffer.append("&quot;");      break;
-            case '\'': buffer.append("&apos;");      break;
-            case '<':  buffer.append("&lt;");        break;
-            case '>':  buffer.append("&gt;");        break;
-            default:   buffer.append(&data[pos], 1); break;
-        }
-    }
-    return buffer;
-}
-
-
-
-// -----------------------------------------------------------------------------------
-// Write a text model dump
-void WriteDump(const aiScene* scene, FILE* out, const char* src, const char* cmd, bool shortened)
-{
-	time_t tt = ::time(NULL);
-#if _WIN32
-    tm* p = gmtime(&tt);
-#else
-    struct tm now;
-    tm* p = gmtime_r(&tt, &now);
-#endif
-    ai_assert(nullptr != p);
-
-	std::string c = cmd;
-	std::string::size_type s; 
-
-	// https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632
-	// -- not allowed in XML comments
-	while((s = c.find("--")) != std::string::npos) {
-		c[s] = '?';
-	}
-	aiString name;
-
-	// write header
-	fprintf(out,
-		"<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
-		"<ASSIMP format_id=\"1\">\n\n"
-
-		"<!-- XML Model dump produced by assimp dump\n"
-		"  Library version: %u.%u.%u\n"
-		"  Source: %s\n"
-		"  Command line: %s\n"
-		"  %s\n"
-		"-->"
-		" \n\n"
-		"<Scene flags=\"%u\" postprocessing=\"%i\">\n",
-		
-		aiGetVersionMajor(),aiGetVersionMinor(),aiGetVersionRevision(),src,c.c_str(),asctime(p),
-		scene->mFlags,
-		0 /*globalImporter->GetEffectivePostProcessing()*/);
-
-	// write the node graph
-	WriteNode(scene->mRootNode, out, 0);
-
-#if 0
-		// write cameras
-	for (unsigned int i = 0; i < scene->mNumCameras;++i) {
-		aiCamera* cam  = scene->mCameras[i];
-		ConvertName(name,cam->mName);
-
-		// camera header
-		fprintf(out,"\t<Camera parent=\"%s\">\n"
-			"\t\t<Vector3 name=\"up\"        > %0 8f %0 8f %0 8f </Vector3>\n"
-			"\t\t<Vector3 name=\"lookat\"    > %0 8f %0 8f %0 8f </Vector3>\n"
-			"\t\t<Vector3 name=\"pos\"       > %0 8f %0 8f %0 8f </Vector3>\n"
-			"\t\t<Float   name=\"fov\"       > %f </Float>\n"
-			"\t\t<Float   name=\"aspect\"    > %f </Float>\n"
-			"\t\t<Float   name=\"near_clip\" > %f </Float>\n"
-			"\t\t<Float   name=\"far_clip\"  > %f </Float>\n"
-			"\t</Camera>\n",
-			name.data,
-			cam->mUp.x,cam->mUp.y,cam->mUp.z,
-			cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z,
-			cam->mPosition.x,cam->mPosition.y,cam->mPosition.z,
-			cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i);
-	}
-
-	// write lights
-	for (unsigned int i = 0; i < scene->mNumLights;++i) {
-		aiLight* l  = scene->mLights[i];
-		ConvertName(name,l->mName);
-
-		// light header
-		fprintf(out,"\t<Light parent=\"%s\"> type=\"%s\"\n"
-			"\t\t<Vector3 name=\"diffuse\"   > %0 8f %0 8f %0 8f </Vector3>\n"
-			"\t\t<Vector3 name=\"specular\"  > %0 8f %0 8f %0 8f </Vector3>\n"
-			"\t\t<Vector3 name=\"ambient\"   > %0 8f %0 8f %0 8f </Vector3>\n",
-			name.data,
-			(l->mType == aiLightSource_DIRECTIONAL ? "directional" :
-			(l->mType == aiLightSource_POINT ? "point" : "spot" )),
-			l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b,
-			l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b,
-			l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b);
-
-		if (l->mType != aiLightSource_DIRECTIONAL) {
-			fprintf(out,
-				"\t\t<Vector3 name=\"pos\"       > %0 8f %0 8f %0 8f </Vector3>\n"
-				"\t\t<Float   name=\"atten_cst\" > %f </Float>\n"
-				"\t\t<Float   name=\"atten_lin\" > %f </Float>\n"
-				"\t\t<Float   name=\"atten_sqr\" > %f </Float>\n",
-				l->mPosition.x,l->mPosition.y,l->mPosition.z,
-				l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic);
-		}
-
-		if (l->mType != aiLightSource_POINT) {
-			fprintf(out,
-				"\t\t<Vector3 name=\"lookat\"    > %0 8f %0 8f %0 8f </Vector3>\n",
-				l->mDirection.x,l->mDirection.y,l->mDirection.z);
-		}
-
-		if (l->mType == aiLightSource_SPOT) {
-			fprintf(out,
-				"\t\t<Float   name=\"cone_out\" > %f </Float>\n"
-				"\t\t<Float   name=\"cone_inn\" > %f </Float>\n",
-				l->mAngleOuterCone,l->mAngleInnerCone);
-		}
-		fprintf(out,"\t</Light>\n");
-	}
-#endif
-
-	// write textures
-	if (scene->mNumTextures) {
-		fprintf(out,"<TextureList num=\"%u\">\n",scene->mNumTextures);
-		for (unsigned int i = 0; i < scene->mNumTextures;++i) {
-			aiTexture* tex  = scene->mTextures[i];
-			bool compressed = (tex->mHeight == 0);
-
-			// mesh header
-			fprintf(out,"\t<Texture width=\"%i\" height=\"%i\" compressed=\"%s\"> \n",
-				(compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight),
-				(compressed ? "true" : "false"));
-
-			if (compressed) {
-				fprintf(out,"\t\t<Data length=\"%u\"> \n",tex->mWidth);
-
-				if (!shortened) {
-					for (unsigned int n = 0; n < tex->mWidth;++n) {
-						fprintf(out,"\t\t\t%2x",reinterpret_cast<uint8_t*>(tex->pcData)[n]);
-						if (n && !(n % 50)) {
-							fprintf(out,"\n");
-						}
-					}
-				}
-			}
-			else if (!shortened){
-				fprintf(out,"\t\t<Data length=\"%i\"> \n",tex->mWidth*tex->mHeight*4);
-
-				// const unsigned int width = (unsigned int)log10((double)std::max(tex->mHeight,tex->mWidth))+1;
-				for (unsigned int y = 0; y < tex->mHeight;++y) {
-					for (unsigned int x = 0; x < tex->mWidth;++x) {
-						aiTexel* tx = tex->pcData + y*tex->mWidth+x;
-						unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a;
-						fprintf(out,"\t\t\t%2x %2x %2x %2x",r,g,b,a);
-
-						// group by four for readibility
-						if (0 == (x+y*tex->mWidth) % 4)
-							fprintf(out,"\n");
-					}
-				}
-			}
-			fprintf(out,"\t\t</Data>\n\t</Texture>\n");
-		}
-		fprintf(out,"</TextureList>\n");
-	}
-
-	// write materials
-	if (scene->mNumMaterials) {
-		fprintf(out,"<MaterialList num=\"%u\">\n",scene->mNumMaterials);
-		for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
-			const aiMaterial* mat = scene->mMaterials[i];
-
-			fprintf(out,"\t<Material>\n");
-			fprintf(out,"\t\t<MatPropertyList  num=\"%u\">\n",mat->mNumProperties);
-			for (unsigned int n = 0; n < mat->mNumProperties;++n) {
-
-				const aiMaterialProperty* prop = mat->mProperties[n];
-				const char* sz = "";
-				if (prop->mType == aiPTI_Float) {
-					sz = "float";
-				}
-				else if (prop->mType == aiPTI_Integer) {
-					sz = "integer";
-				}
-				else if (prop->mType == aiPTI_String) {
-					sz = "string";
-				}
-				else if (prop->mType == aiPTI_Buffer) {
-					sz = "binary_buffer";
-				}
-
-				fprintf(out,"\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%u\"",
-					prop->mKey.data, sz,
-					::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex);
-
-				if (prop->mType == aiPTI_Float) {
-					fprintf(out," size=\"%i\">\n\t\t\t\t",
-						static_cast<int>(prop->mDataLength/sizeof(float)));
-
-					for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) {
-						fprintf(out,"%f ",*((float*)(prop->mData+p*sizeof(float))));
-					}
-				}
-				else if (prop->mType == aiPTI_Integer) {
-					fprintf(out," size=\"%i\">\n\t\t\t\t",
-						static_cast<int>(prop->mDataLength/sizeof(int)));
-
-					for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) {
-						fprintf(out,"%i ",*((int*)(prop->mData+p*sizeof(int))));
-					}
-				}
-				else if (prop->mType == aiPTI_Buffer) {
-					fprintf(out," size=\"%i\">\n\t\t\t\t",
-						static_cast<int>(prop->mDataLength));
-
-					for (unsigned int p = 0; p < prop->mDataLength;++p) {
-						fprintf(out,"%2x ",prop->mData[p]);
-						if (p && 0 == p%30) {
-							fprintf(out,"\n\t\t\t\t");
-						}
-					}
-				}
-				else if (prop->mType == aiPTI_String) {
-					fprintf(out,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */);
-				}
-				fprintf(out,"\n\t\t\t</MatProperty>\n");
-			}
-			fprintf(out,"\t\t</MatPropertyList>\n");
-			fprintf(out,"\t</Material>\n");
-		}
-		fprintf(out,"</MaterialList>\n");
-	}
-
-	// write animations
-	if (scene->mNumAnimations) {
-		fprintf(out,"<AnimationList num=\"%u\">\n",scene->mNumAnimations);
-		for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
-			aiAnimation* anim = scene->mAnimations[i];
-
-			// anim header
-			ConvertName(name,anim->mName);
-			fprintf(out,"\t<Animation name=\"%s\" duration=\"%e\" tick_cnt=\"%e\">\n",
-				name.data, anim->mDuration, anim->mTicksPerSecond);
-
-			// write bone animation channels
-			if (anim->mNumChannels) {
-				fprintf(out,"\t\t<NodeAnimList num=\"%u\">\n",anim->mNumChannels);
-				for (unsigned int n = 0; n < anim->mNumChannels;++n) {
-					aiNodeAnim* nd = anim->mChannels[n];
-
-					// node anim header
-					ConvertName(name,nd->mNodeName);
-					fprintf(out,"\t\t\t<NodeAnim node=\"%s\">\n",name.data);
-
-					if (!shortened) {
-						// write position keys
-						if (nd->mNumPositionKeys) {
-							fprintf(out,"\t\t\t\t<PositionKeyList num=\"%u\">\n",nd->mNumPositionKeys);
-							for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) {
-								aiVectorKey* vc = nd->mPositionKeys+a;
-								fprintf(out,"\t\t\t\t\t<PositionKey time=\"%e\">\n"
-									"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</PositionKey>\n",
-									vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
-							}
-							fprintf(out,"\t\t\t\t</PositionKeyList>\n");
-						}
-
-						// write scaling keys
-						if (nd->mNumScalingKeys) {
-							fprintf(out,"\t\t\t\t<ScalingKeyList num=\"%u\">\n",nd->mNumScalingKeys);
-							for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) {
-								aiVectorKey* vc = nd->mScalingKeys+a;
-								fprintf(out,"\t\t\t\t\t<ScalingKey time=\"%e\">\n"
-									"\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t</ScalingKey>\n",
-									vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z);
-							}
-							fprintf(out,"\t\t\t\t</ScalingKeyList>\n");
-						}
-
-						// write rotation keys
-						if (nd->mNumRotationKeys) {
-							fprintf(out,"\t\t\t\t<RotationKeyList num=\"%u\">\n",nd->mNumRotationKeys);
-							for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
-								aiQuatKey* vc = nd->mRotationKeys+a;
-								fprintf(out,"\t\t\t\t\t<RotationKey time=\"%e\">\n"
-									"\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t</RotationKey>\n",
-									vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w);
-							}
-							fprintf(out,"\t\t\t\t</RotationKeyList>\n");
-						}
-					}
-					fprintf(out,"\t\t\t</NodeAnim>\n");
-				}
-				fprintf(out,"\t\t</NodeAnimList>\n");
-			}
-			fprintf(out,"\t</Animation>\n");
-		}
-		fprintf(out,"</AnimationList>\n");
-	}
-
-	// write meshes
-	if (scene->mNumMeshes) {
-		fprintf(out,"<MeshList num=\"%u\">\n",scene->mNumMeshes);
-		for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
-			aiMesh* mesh = scene->mMeshes[i];
-			// const unsigned int width = (unsigned int)log10((double)mesh->mNumVertices)+1;
-
-			// mesh header
-			fprintf(out,"\t<Mesh types=\"%s %s %s %s\" material_index=\"%u\">\n",
-				(mesh->mPrimitiveTypes & aiPrimitiveType_POINT    ? "points"    : ""),
-				(mesh->mPrimitiveTypes & aiPrimitiveType_LINE     ? "lines"     : ""),
-				(mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""),
-				(mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON  ? "polygons"  : ""),
-				mesh->mMaterialIndex);
-
-			// bones
-			if (mesh->mNumBones) {
-				fprintf(out,"\t\t<BoneList num=\"%u\">\n",mesh->mNumBones);
-
-				for (unsigned int n = 0; n < mesh->mNumBones;++n) {
-					aiBone* bone = mesh->mBones[n];
-
-					ConvertName(name,bone->mName);
-					// bone header
-					fprintf(out,"\t\t\t<Bone name=\"%s\">\n"
-						"\t\t\t\t<Matrix4> \n"
-						"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
-						"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
-						"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
-						"\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n"
-						"\t\t\t\t</Matrix4> \n",
-						name.data,
-						bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4,
-						bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4,
-						bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4,
-						bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4);
-
-					if (!shortened && bone->mNumWeights) {
-						fprintf(out,"\t\t\t\t<WeightList num=\"%u\">\n",bone->mNumWeights);
-
-						// bone weights
-						for (unsigned int a = 0; a < bone->mNumWeights;++a) {
-							aiVertexWeight* wght = bone->mWeights+a;
-
-							fprintf(out,"\t\t\t\t\t<Weight index=\"%u\">\n\t\t\t\t\t\t%f\n\t\t\t\t\t</Weight>\n",
-								wght->mVertexId,wght->mWeight);
-						}
-						fprintf(out,"\t\t\t\t</WeightList>\n");
-					}
-					fprintf(out,"\t\t\t</Bone>\n");
-				}
-				fprintf(out,"\t\t</BoneList>\n");
-			}
-
-			// faces
-			if (!shortened && mesh->mNumFaces) {
-				fprintf(out,"\t\t<FaceList num=\"%u\">\n",mesh->mNumFaces);
-				for (unsigned int n = 0; n < mesh->mNumFaces; ++n) {
-					aiFace& f = mesh->mFaces[n];
-					fprintf(out,"\t\t\t<Face num=\"%u\">\n"
-						"\t\t\t\t",f.mNumIndices);
-
-					for (unsigned int j = 0; j < f.mNumIndices;++j)
-						fprintf(out,"%u ",f.mIndices[j]);
-
-					fprintf(out,"\n\t\t\t</Face>\n");
-				}
-				fprintf(out,"\t\t</FaceList>\n");
-			}
-
-			// vertex positions
-			if (mesh->HasPositions()) {
-				fprintf(out,"\t\t<Positions num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
-				if (!shortened) {
-					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-						fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
-							mesh->mVertices[n].x,
-							mesh->mVertices[n].y,
-							mesh->mVertices[n].z);
-					}
-				}
-				fprintf(out,"\t\t</Positions>\n");
-			}
-
-			// vertex normals
-			if (mesh->HasNormals()) {
-				fprintf(out,"\t\t<Normals num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
-				if (!shortened) {
-					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-						fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
-							mesh->mNormals[n].x,
-							mesh->mNormals[n].y,
-							mesh->mNormals[n].z);
-					}
-				}
-				else {
-				}
-				fprintf(out,"\t\t</Normals>\n");
-			}
-
-			// vertex tangents and bitangents
-			if (mesh->HasTangentsAndBitangents()) {
-				fprintf(out,"\t\t<Tangents num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
-				if (!shortened) {
-					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-						fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
-							mesh->mTangents[n].x,
-							mesh->mTangents[n].y,
-							mesh->mTangents[n].z);
-					}
-				}
-				fprintf(out,"\t\t</Tangents>\n");
-
-				fprintf(out,"\t\t<Bitangents num=\"%u\" set=\"0\" num_components=\"3\"> \n",mesh->mNumVertices);
-				if (!shortened) {
-					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-						fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
-							mesh->mBitangents[n].x,
-							mesh->mBitangents[n].y,
-							mesh->mBitangents[n].z);
-					}
-				}
-				fprintf(out,"\t\t</Bitangents>\n");
-			}
-
-			// texture coordinates
-			for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
-				if (!mesh->mTextureCoords[a])
-					break;
-
-				fprintf(out,"\t\t<TextureCoords num=\"%u\" set=\"%u\" num_components=\"%u\"> \n",mesh->mNumVertices,
-					a,mesh->mNumUVComponents[a]);
-				
-				if (!shortened) {
-					if (mesh->mNumUVComponents[a] == 3) {
-						for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-							fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
-								mesh->mTextureCoords[a][n].x,
-								mesh->mTextureCoords[a][n].y,
-								mesh->mTextureCoords[a][n].z);
-						}
-					}
-					else {
-						for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-							fprintf(out,"\t\t%0 8f %0 8f\n",
-								mesh->mTextureCoords[a][n].x,
-								mesh->mTextureCoords[a][n].y);
-						}
-					}
-				}
-				fprintf(out,"\t\t</TextureCoords>\n");
-			}
-
-			// vertex colors
-			for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
-				if (!mesh->mColors[a])
-					break;
-				fprintf(out,"\t\t<Colors num=\"%u\" set=\"%u\" num_components=\"4\"> \n",mesh->mNumVertices,a);
-				if (!shortened) {
-					for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
-						fprintf(out,"\t\t%0 8f %0 8f %0 8f %0 8f\n",
-							mesh->mColors[a][n].r,
-							mesh->mColors[a][n].g,
-							mesh->mColors[a][n].b,
-							mesh->mColors[a][n].a);
-					}
-				}
-				fprintf(out,"\t\t</Colors>\n");
-			}
-			fprintf(out,"\t</Mesh>\n");
-		}
-		fprintf(out,"</MeshList>\n");
-	}
-	fprintf(out,"</Scene>\n</ASSIMP>");
-}
-
-
 // -----------------------------------------------------------------------------------
 int Assimp_Dump (const char* const* params, unsigned int num)
 {
@@ -743,29 +183,25 @@ int Assimp_Dump (const char* const* params, unsigned int num)
 		return AssimpCmdError::FailedToLoadInputFile;
 	}
 
-	if (binary) {
-		try {
-			std::unique_ptr<IOSystem> pIOSystem(new DefaultIOSystem());
+	try {
+		// Dump the main model, using the appropriate method.
+		std::unique_ptr<IOSystem> pIOSystem(new DefaultIOSystem());
+		if (binary) {
 			DumpSceneToAssbin(out.c_str(), cmd.c_str(), pIOSystem.get(),
 				scene, shortened, compressed);
 		}
-		catch (const std::exception& e) {
-			printf("%s", ("assimp dump: " + std::string(e.what())).c_str());
-			return AssimpCmdError::ExceptionWasRaised;
-		}
-		catch (...) {
-			printf("assimp dump: An unknown exception occured.\n");
-			return AssimpCmdError::ExceptionWasRaised;
+		else {
+			DumpSceneToAssxml(out.c_str(), cmd.c_str(), pIOSystem.get(),
+				scene, shortened);
 		}
 	}
-	else {
-		FILE* o = ::fopen(out.c_str(), "wt");
-		if (!o) {
-			printf("assimp dump: Unable to open output file %s\n",out.c_str());
-			return AssimpCmdError::FailedToOpenOutputFile;
-		}
-		WriteDump (scene,o,in.c_str(),cmd.c_str(),shortened);
-		fclose(o);
+	catch (const std::exception& e) {
+		printf("%s", ("assimp dump: " + std::string(e.what())).c_str());
+		return AssimpCmdError::ExceptionWasRaised;
+	}
+	catch (...) {
+		printf("assimp dump: An unknown exception occured.\n");
+		return AssimpCmdError::ExceptionWasRaised;
 	}
 
 	printf("assimp dump: Wrote output dump %s\n",out.c_str());