AttributeError: 'NoneType' object has no attribute 'joints'

I just received this message using
blender 3.3. LTS combined with gltf-blender-io-msfs 1.3.2

“AttributeError: ‘NoneType’ object has no attribute ‘joints’”

full error is:
Python: Traceback (most recent call last):
File “C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\addons\io_scene_gltf2_init_.py”, line 648, in execute
return gltf2_blender_export.save(context, export_settings)
File “C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_export.py”, line 35, in save
json, buffer = __export(export_settings)
File “C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_export.py”, line 52, in __export
__gather_gltf(exporter, export_settings)
File “C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_export.py”, line 66, in __gather_gltf
active_scene_idx, scenes, animations = gltf2_blender_gather.gather_gltf2(export_settings)
File “C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather.py”, line 30, in gather_gltf2
scenes.append(__gather_scene(blender_scene, export_settings))
File “C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_cache.py”, line 38, in wrapper_cached
result = func(*args, **kwargs)
File “C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather.py”, line 74, in __gather_scene
vtree.add_neutral_bones()
File “C:\Program Files\Blender Foundation\Blender 3.3\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_tree.py”, line 442, in add_neutral_bones
n.node.skin.joints.append(neutral_bone)
AttributeError: ‘NoneType’ object has no attribute ‘joints’

What’s causing this error message?
thank you.

Make sure all vertices are assigned on meshes where you’re using vertex groups for skinning. The exporter will attempt to add a “neutral bone” when it finds unassigned vertices (note, this also breaks the Asobo unique ID extension).

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Good call. Thank you.

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How would I know which mesh joint with bone the culprit in a situation like this?

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