ivanisavich
12-11-2006, 02:36 AM
Ok...Ive tested this multiple times in Max 8...so I know that its at least reproducable in that version of Max, but Im not sure about other versions....
The Bug
Heres the thing:
First, make a 3 bone chain (2 bones and an end point). Then apply a regular HI solver to the 3 bone chain (thus, turning it into a basic "arm" setup).
Now...click on one bones of the arm, and give its position_x channel in its position_xyz() controller a float script controller. Finally, in that float script controller....add the Ik Chain End Effector as a node (Add Node--->select the blue end point as the node).
Finally, duplicate the entire arm setup (select all 3 bones, as well as the end effector and duplicate them).
Once you've done that....to see the bug occur....simply close max. (It should crash, showing an error dialogue box)
Any ideas as to why this happens?
Workarounds?
The only solution I've been able to come up with, as for a workaround...is to use the "addTarget" option instead of the "addNode" option, and then choose the specific subAnim of the Ik Chain End Effector that I want to use in the script. The problem with that, is that for the script I'm working on, I need to see the position coordinates in world space of the End Effector in my script....but the "addTarget" option (when set to look at End Effectors position controller) gives me coordinates in local space.
I'm stumped!
Attached is a max file (v8) with both bone chains already setup to simulate the problem. Simply open the max file and then close it for the error to be generated.
The Bug
Heres the thing:
First, make a 3 bone chain (2 bones and an end point). Then apply a regular HI solver to the 3 bone chain (thus, turning it into a basic "arm" setup).
Now...click on one bones of the arm, and give its position_x channel in its position_xyz() controller a float script controller. Finally, in that float script controller....add the Ik Chain End Effector as a node (Add Node--->select the blue end point as the node).
Finally, duplicate the entire arm setup (select all 3 bones, as well as the end effector and duplicate them).
Once you've done that....to see the bug occur....simply close max. (It should crash, showing an error dialogue box)
Any ideas as to why this happens?
Workarounds?
The only solution I've been able to come up with, as for a workaround...is to use the "addTarget" option instead of the "addNode" option, and then choose the specific subAnim of the Ik Chain End Effector that I want to use in the script. The problem with that, is that for the script I'm working on, I need to see the position coordinates in world space of the End Effector in my script....but the "addTarget" option (when set to look at End Effectors position controller) gives me coordinates in local space.
I'm stumped!
Attached is a max file (v8) with both bone chains already setup to simulate the problem. Simply open the max file and then close it for the error to be generated.
