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author | Nathan Letwory <nathan@letworyinteractive.com> | 2010-10-22 15:51:10 +0400 |
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committer | Nathan Letwory <nathan@letworyinteractive.com> | 2010-10-22 15:51:10 +0400 |
commit | 7b573e0f265496e4fe02c4e29253913ec6a15da0 (patch) | |
tree | 4621d88c0e7dad5a810c9dbff08bb74cd321c7e0 | |
parent | d3ac70909ef88eb3a76ab9f875491bbb62ed2bf0 (diff) |
Export UV Layout to PNG would fail if original mesh didn't have materials assigned.
Reported in #blender.fi by Mats Holmberg
-rw-r--r-- | release/scripts/op/uv.py | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/release/scripts/op/uv.py b/release/scripts/op/uv.py index 8fea37ef420..5ab1507a6a6 100644 --- a/release/scripts/op/uv.py +++ b/release/scripts/op/uv.py @@ -166,8 +166,13 @@ def write_png(fw, mesh_source, image_width, image_height, face_iter): # place behind the wire obj_solid.location = 0, 0, -1 - obj_wire.material_slots[0].link = 'OBJECT' - obj_wire.material_slots[0].material = material_wire + try: + obj_wire.material_slots[0].link = 'OBJECT' + obj_wire.material_slots[0].material = material_wire + except: # orig object didn't have material, add one here + obj_wire.data.materials.append(material_wire) + obj_wire.material_slots[0].link = 'OBJECT' + obj_wire.material_slots[0].material = material_wire # setup the camera |