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point coords = NaN on "make breakable" objects


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I'm making a Houdini <-> Maya connector, and after some time wasted in attempts to find bug in my library, to my surprise i found that geometry produced by "make breakable" tool contains "NaN" coordinates. I mean not all points, but at some frames, some polygons(1-2 per mesh) looks like consists totally out of "NaN" points

Is it normal at all, and does anyone seen this behavior before?


GEO_Vertex vtx;
UT_Vector4 pos;
...
vtx = prim->getVertexElement(i);
pos = vtx.getPos() * wMatrix; // <---- NaNs here
[/CODE]

What makes me really wonder is that NaNs appears not at the start of the simulation but at the frame 98, and geometry topology isn't changed at this frame - it's all the same shards, just moved a bit away. Also simulation is quite compact in space, so it's not float/double overflow.

Any other geometry seems working just fine, it seems just breakable are "buggy".

Edited by Joss
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