From ffcecad3a8908db5037ac9474ab5524dadecc2cd Mon Sep 17 00:00:00 2001 From: Julien Duroure Date: Thu, 5 Sep 2019 07:27:35 +0200 Subject: glTF exporter: add check when armature animation is linked to object != armature --- .../blender/exp/gltf2_blender_gather_animation_channels.py | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) (limited to 'io_scene_gltf2/blender') 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 -- cgit v1.2.3