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authorRobert Guetzkow <rjg>2020-11-23 15:32:38 +0300
committerRobert Guetzkow <gitcommit@outlook.de>2020-11-23 15:37:34 +0300
commita0e8b8b7875ba1eb883a714344d6fbace6259b4f (patch)
tree34c77c900f35308c52ef4b95a19c3b95477db24b
parentf3a8b264d19b2adc54baa87723907ce9442b8ecb (diff)
Fix T82830: Handle limit for vertex color and uv layers in importer
Blender has a limit for both vertex color layers and UV layers. The functions `bpy.types.Mesh.vertex_colors.new()` and `bpy.types.Mesh.uv_layers.new()` will return `None` once the limit is reached. The FBX importer and glTF importer didn't handle this case before and attempted to access the `data`, which failed. This patch adds the missing checks. In case no vertex colors or uv map can be created, the assignment of colors or uv coordinates is skipped. Reviewed By: mont29, julien Differential Revision: https://developer.blender.org/D9613
-rw-r--r--io_scene_fbx/import_fbx.py6
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_mesh.py10
2 files changed, 16 insertions, 0 deletions
diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py
index 319c4972..ec16b6d1 100644
--- a/io_scene_fbx/import_fbx.py
+++ b/io_scene_fbx/import_fbx.py
@@ -1079,6 +1079,12 @@ def blen_read_geom_layer_color(fbx_obj, mesh):
# Always init our new layers with full white opaque color.
color_lay = mesh.vertex_colors.new(name=fbx_layer_name, do_init=False)
+
+ if color_lay is None:
+ print("Failed to add {%r %r} vertex color layer to %r (probably too many of them?)"
+ "" % (layer_id, fbx_layer_name, mesh.name))
+ continue
+
blen_data = color_lay.data
# some valid files omit this data
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py b/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py
index 09ec325b..0311c3b0 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py
@@ -275,12 +275,22 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
for uv_i in range(num_uvs):
name = 'UVMap' if uv_i == 0 else 'UVMap.%03d' % uv_i
layer = mesh.uv_layers.new(name=name)
+
+ if layer is None:
+ print("WARNING: UV map is ignored because the maximum number of UV layers has been reached.")
+ break
+
layer.data.foreach_set('uv', squish(loop_uvs[uv_i]))
for col_i in range(num_cols):
name = 'Col' if col_i == 0 else 'Col.%03d' % col_i
layer = mesh.vertex_colors.new(name=name)
+ if layer is None:
+ print("WARNING: Vertex colors are ignored because the maximum number of vertex color layers has been "
+ "reached.")
+ break
+
layer.data.foreach_set('color', squish(loop_cols[col_i]))
# Skinning