mesh.generate_material_uv()
texunits = []
- if mesh.uv_textures and self.export_uv!="NONE":
+ if mesh.uv_layers and self.export_uv!="NONE":
if self.export_uv=="UNIT0":
texunits = [0]
else:
- texunits = list(range(len(mesh.uv_textures)))
+ texunits = list(range(len(mesh.uv_layers)))
tbn_unit = 0
if self.tbn_vecs:
- uvtex_names = [u.name for u in mesh.uv_textures]
+ uvtex_names = [u.name for u in mesh.uv_layers]
if self.tbn_uvtex in uvtex_names:
tbn_unit = uvtex_names.index(uvtex)
del texunits[tbn_unit]
fmt += "_VERTEX3"
out_file.begin("vertices", fmt)
normal = None
- uvs = [None]*len(mesh.uv_textures)
+ uvs = [None]*len(mesh.uv_layers)
tan = None
bino = None
for v in mesh.vertices: