diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py index f4d2ef65c081d8982e552d6b257e16c0dda93c04..cd5905b251b44bf58dbfc5c7f753d5c0bdd217d2 100755 --- a/io_scene_gltf2/__init__.py +++ b/io_scene_gltf2/__init__.py @@ -4,7 +4,7 @@ bl_info = { 'name': 'glTF 2.0 format', 'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin SchmithĂĽsen, Jim Eckerlein, and many external contributors', - "version": (3, 5, 2), + "version": (3, 5, 3), 'blender': (3, 3, 0), 'location': 'File > Import-Export', 'description': 'Import-Export as glTF 2.0', diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py index 3e4673e15395b559a804a587087c56d3f2ef90e8..e4a4b28c3fd6d01d557b937d441874aba6731228 100755 --- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py +++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py @@ -24,6 +24,10 @@ def gather_skin(armature_uuid, export_settings): :return: a glTF2 skin object """ + if armature_uuid not in export_settings['vtree'].nodes: + # User filtered objects to export, and keep the skined mesh, without keeping the armature + return None + blender_armature_object = export_settings['vtree'].nodes[armature_uuid].blender_object if not __filter_skin(blender_armature_object, export_settings): diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_tree.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_tree.py index 180327a26d6a902d532722016a6c62c9b9ff0270..2e761dba937a6cc55a4fccb56e623c945cc8e356 100644 --- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_tree.py +++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_tree.py @@ -417,7 +417,11 @@ class VExportTree: def add_neutral_bones(self): added_armatures = [] - for n in [n for n in self.nodes.values() if n.armature is not None and n.blender_type == VExportNode.OBJECT and hasattr(self.nodes[n.armature], "need_neutral_bone")]: #all skin meshes objects where neutral bone is needed + for n in [n for n in self.nodes.values() if \ + n.armature is not None and \ + n.armature in self.nodes and \ + n.blender_type == VExportNode.OBJECT and \ + hasattr(self.nodes[n.armature], "need_neutral_bone")]: #all skin meshes objects where neutral bone is needed if n.armature not in added_armatures: