glTF importer: check when texture file is not found
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@ -128,12 +128,14 @@ class BlenderPbr():
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mapping = node_tree.nodes.new('ShaderNodeMapping')
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mapping.location = -1500, 500
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mapping.vector_type = 'POINT'
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tex_transform = text_node.image['tex_transform'][str(pypbr.base_color_texture.index)]
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mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
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mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
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mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
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mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
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mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
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if text_node.image is not None: # Sometimes images can't be retrieved (bad gltf file ...)
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print("OK")
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tex_transform = text_node.image['tex_transform'][str(pypbr.base_color_texture.index)]
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mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
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mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
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mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
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mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
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mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
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uvmap = node_tree.nodes.new('ShaderNodeUVMap')
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@ -193,12 +195,14 @@ class BlenderPbr():
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else:
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mapping.location = -1500, 500
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mapping.vector_type = 'POINT'
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tex_transform = text_node.image['tex_transform'][str(pypbr.base_color_texture.index)]
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mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
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mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
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mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
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mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
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mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
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if text_node.image is not None: # Sometimes images can't be retrieved (bad gltf file ...)
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print("OK")
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tex_transform = text_node.image['tex_transform'][str(pypbr.base_color_texture.index)]
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mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
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mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
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mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
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mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
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mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
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uvmap = node_tree.nodes.new('ShaderNodeUVMap')
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if vertex_color:
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