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author | Philipp Oeser <info@graphics-engineer.com> | 2018-11-25 12:36:40 +0300 |
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committer | Philipp Oeser <info@graphics-engineer.com> | 2018-11-25 12:41:22 +0300 |
commit | be2df5249105015aaafb06def0d1279c559c56ff (patch) | |
tree | 1650245834305a17ae2fb946106b63d715fa6b3d /io_scene_gltf2/blender/exp/gltf2_blender_get.py | |
parent | ca90ba2b753a846158d0723dfcb0c6eb1fae3288 (diff) |
glTF exporter: fix getting uv_layer in certain cases
uv_textures > uv_layers
Diffstat (limited to 'io_scene_gltf2/blender/exp/gltf2_blender_get.py')
-rwxr-xr-x | io_scene_gltf2/blender/exp/gltf2_blender_get.py | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_get.py b/io_scene_gltf2/blender/exp/gltf2_blender_get.py index 27135224..468ba692 100755 --- a/io_scene_gltf2/blender/exp/gltf2_blender_get.py +++ b/io_scene_gltf2/blender/exp/gltf2_blender_get.py @@ -318,7 +318,7 @@ def get_texcoord_index_from_shader_node(glTF, name, shader_node): # Try to gather map index. for blender_mesh in bpy.data.meshes: - texCoordIndex = blender_mesh.uv_textures.find(input_node.uv_map) + texCoordIndex = blender_mesh.uv_layers.find(input_node.uv_map) if texCoordIndex >= 0: return texCoordIndex |