glTF exporter: avoid crash copying props
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@ -5,7 +5,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (4, 2, 55),
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"version": (4, 2, 56),
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'blender': (4, 2, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -9,7 +9,7 @@ from mathutils import Matrix, Quaternion, Vector
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from ...io.com import gltf2_io
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from ...io.com import gltf2_io_extensions
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from ...io.exp.gltf2_io_user_extensions import export_user_extensions
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from ..com.gltf2_blender_extras import generate_extras
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from ..com.gltf2_blender_extras import generate_extras, BLACK_LIST
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from ..com.gltf2_blender_default import LIGHTS
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from ..com import gltf2_blender_math
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from . import gltf2_blender_gather_tree
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@ -297,7 +297,7 @@ def __gather_mesh(vnode, blender_object, export_settings):
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depsgraph = bpy.context.evaluated_depsgraph_get()
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blender_mesh_owner = blender_object.evaluated_get(depsgraph)
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blender_mesh = blender_mesh_owner.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)
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for prop in blender_object.data.keys():
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for prop in [p for p in blender_object.data.keys() if p not in BLACK_LIST]:
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blender_mesh[prop] = blender_object.data[prop]
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if export_settings['gltf_skins']:
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