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authorPhilipp Oeser <info@graphics-engineer.com>2018-11-25 12:36:40 +0300
committerPhilipp Oeser <info@graphics-engineer.com>2018-11-25 12:41:22 +0300
commitbe2df5249105015aaafb06def0d1279c559c56ff (patch)
tree1650245834305a17ae2fb946106b63d715fa6b3d /io_scene_gltf2/blender/exp/gltf2_blender_get.py
parentca90ba2b753a846158d0723dfcb0c6eb1fae3288 (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-xio_scene_gltf2/blender/exp/gltf2_blender_get.py2
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