[Bf-extensions-cvs] [ffcecad3] master: glTF exporter: add check when armature animation is linked to object != armature

Julien Duroure noreply at git.blender.org
Thu Sep 5 07:28:06 CEST 2019


Commit: ffcecad3a8908db5037ac9474ab5524dadecc2cd
Author: Julien Duroure
Date:   Thu Sep 5 07:27:35 2019 +0200
Branches: master
https://developer.blender.org/rBAffcecad3a8908db5037ac9474ab5524dadecc2cd

glTF exporter: add check when armature animation is linked to object != armature

===================================================================

M	io_scene_gltf2/__init__.py
M	io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py

===================================================================

diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index f06eb439..dedbce30 100755
--- a/io_scene_gltf2/__init__.py
+++ b/io_scene_gltf2/__init__.py
@@ -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": (0, 9, 57),
+    "version": (0, 9, 58),
     'blender': (2, 81, 6),
     'location': 'File > Import-Export',
     'description': 'Import-Export as glTF 2.0',
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py
index 8eefafd4..90bd3b75 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_animation_channels.py
@@ -196,10 +196,15 @@ def __get_channel_groups(blender_action: bpy.types.Action, blender_object: bpy.t
                 # if the object is a mesh and the action target path can not be resolved, we know that this is a morph
                 # animation.
                 if blender_object.type == "MESH":
-                    shape_key = blender_object.data.shape_keys.path_resolve(object_path)
-                    if shape_key.mute is True:
+                    try:
+                        shape_key = blender_object.data.shape_keys.path_resolve(object_path)
+                        if shape_key.mute is True:
+                            continue
+                            target = blender_object.data.shape_keys
+                    except:
+                        # Something is wrong, for example a bone animation is linked to an object mesh...
+                        gltf2_io_debug.print_console("WARNING", "Animation target {} not found".format(object_path))
                         continue
-                    target = blender_object.data.shape_keys
                 else:
                     gltf2_io_debug.print_console("WARNING", "Animation target {} not found".format(object_path))
                     continue



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