diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py index 7f22d14121cde360afbffa1e813e8788bc1939d5..818eae236148a13999616537958ba02762a64495 100644 --- a/io_scene_fbx/__init__.py +++ b/io_scene_fbx/__init__.py @@ -21,7 +21,7 @@ bl_info = { "name": "FBX format", "author": "Campbell Barton, Bastien Montagne, Jens Restemeier", - "version": (4, 14, 10), + "version": (4, 14, 11), "blender": (2, 80, 0), "location": "File > Import-Export", "description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions", diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py index 6f01ddf83544d0a99004e9611d768196ce48449a..c8790ada4bbb1c12d06ac1c8c846b42c856d7b88 100644 --- a/io_scene_fbx/export_fbx_bin.py +++ b/io_scene_fbx/export_fbx_bin.py @@ -2230,7 +2230,8 @@ def fbx_data_from_scene(scene, depsgraph, settings): # NOTE: The dependency graph might be re-evaluating multiple times, which could # potentially free the mesh created early on. So we put those meshes to bmain and # free them afterwards. Not ideal but ensures correct ownerwhip. - tmp_me = bpy.data.meshes.new_from_object(ob_to_convert) + tmp_me = bpy.data.meshes.new_from_object( + ob_to_convert, preserve_all_data_layers=True, depsgraph=depsgraph) data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True) # Change armatures back. for armature, pose_position in backup_pose_positions: