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authorPhilipp Oeser <info@graphics-engineer.com>2019-02-01 17:24:12 +0300
committerPhilipp Oeser <info@graphics-engineer.com>2019-02-01 17:36:04 +0300
commit40064d566063eb05c6907bd070ec78fdc3d86794 (patch)
treef7669d76343ad8f46c419a3321ece33fd02fadad
parentd410029833365916b2d3a1fee25d0e02c26c648a (diff)
mesh_f2: quad from edge fails (with Adjust UV option)
This only happened when no UV for a loop could be found (no adjacent face) Fixes T61019, T60191 (cherry picked from commit 812d1c1ec3f3fa0b20e52759ea989f036345228b)
-rw-r--r--mesh_f2.py3
1 files changed, 2 insertions, 1 deletions
diff --git a/mesh_f2.py b/mesh_f2.py
index 88f503ea..357473d8 100644
--- a/mesh_f2.py
+++ b/mesh_f2.py
@@ -186,7 +186,8 @@ def quad_from_edge(bm, edge_sel, context, event):
uv_ori[loop.vert.index] = loop[uv_layer].uv
if len(uv_ori) == 4 or len(uv_ori) == 3:
for loop in face.loops:
- loop[uv_layer].uv = uv_ori[loop.vert.index]
+ if loop.vert.index in uv_ori:
+ loop[uv_layer].uv = uv_ori[loop.vert.index]
# toggle mode, to force correct drawing
bpy.ops.object.mode_set(mode='OBJECT')