glTF exporter: add check when armature animation is binded to mesh object

This commit is contained in:
Julien Duroure 2020-06-16 21:40:19 +02:00
parent a29e15e11e
commit 61f7f5f3a5
2 changed files with 4 additions and 1 deletions

View File

@ -15,7 +15,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
"version": (1, 3, 19),
"version": (1, 3, 20),
'blender': (2, 90, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',

View File

@ -173,6 +173,9 @@ def __get_channel_group_sorted(channels: typing.Tuple[bpy.types.FCurve], blender
else:
all_sorted_channels.append(existing_idx[i])
if all([i is None for i in all_sorted_channels]): # all channel in error, and some non keyed SK
return channels # This happen when an armature action is linked to a mesh object with non keyed SK
return tuple(all_sorted_channels)
# if not shapekeys, stay in same order, because order doesn't matter