glTF exporter: fix crash with weird missing datablock node group
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Notes:
blender-bot
2023-02-13 13:22:21 +01:00
Referenced by issue blender/blender#100749: Blender LTS: Maintenance Task 3.3 Referenced by issue blender/blender#100749, Blender LTS: Maintenance Task 3.3
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@ -4,7 +4,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (3, 3, 35),
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"version": (3, 3, 36),
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'blender': (3, 3, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -96,8 +96,10 @@ def get_socket_old(blender_material: bpy.types.Material, name: str):
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"""
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gltf_node_group_names = [get_gltf_node_name().lower(), get_gltf_node_old_name().lower()]
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if blender_material.node_tree and blender_material.use_nodes:
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# Some weird node groups with missing datablock can have no node_tree, so checking n.node_tree (See #1797)
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nodes = [n for n in blender_material.node_tree.nodes if \
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isinstance(n, bpy.types.ShaderNodeGroup) and \
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n.node_tree is not None and
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(n.node_tree.name.startswith('glTF Metallic Roughness') or n.node_tree.name.lower() in gltf_node_group_names)]
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inputs = sum([[input for input in node.inputs if input.name == name] for node in nodes], [])
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if inputs:
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