glTF exporter: add check when armature animation is linked to object != armature
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@ -15,7 +15,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (0, 9, 57),
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"version": (0, 9, 58),
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'blender': (2, 81, 6),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -196,10 +196,15 @@ def __get_channel_groups(blender_action: bpy.types.Action, blender_object: bpy.t
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# if the object is a mesh and the action target path can not be resolved, we know that this is a morph
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# animation.
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if blender_object.type == "MESH":
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shape_key = blender_object.data.shape_keys.path_resolve(object_path)
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if shape_key.mute is True:
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try:
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shape_key = blender_object.data.shape_keys.path_resolve(object_path)
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if shape_key.mute is True:
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continue
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target = blender_object.data.shape_keys
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except:
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# Something is wrong, for example a bone animation is linked to an object mesh...
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gltf2_io_debug.print_console("WARNING", "Animation target {} not found".format(object_path))
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continue
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target = blender_object.data.shape_keys
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else:
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gltf2_io_debug.print_console("WARNING", "Animation target {} not found".format(object_path))
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continue
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