Fix crash when exporting meshes to gltf that have no skin.
This commit is contained in:
parent
dbef4bbd98
commit
8f433a1f53
1 changed files with 4 additions and 1 deletions
|
@ -6115,7 +6115,10 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
|
|||
int bone_cnt = skeleton->get_bone_count();
|
||||
ERR_FAIL_COND(bone_cnt != gltf_skeleton->joints.size());
|
||||
|
||||
ObjectID gltf_skin_key = skin->get_instance_id();
|
||||
ObjectID gltf_skin_key;
|
||||
if (skin.is_valid()) {
|
||||
gltf_skin_key = skin->get_instance_id();
|
||||
}
|
||||
ObjectID gltf_skel_key = godot_skeleton->get_instance_id();
|
||||
GLTFSkinIndex skin_gltf_i = -1;
|
||||
GLTFNodeIndex root_gltf_i = -1;
|
||||
|
|
Loading…
Reference in a new issue