Joss Posted March 26, 2013 Share Posted March 26, 2013 (edited) 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 March 26, 2013 by Joss Quote Link to comment Share on other sites More sharing options...
Joss Posted March 26, 2013 Author Share Posted March 26, 2013 Actually....bell dinged in my head right after i've tried to make a workaround in plugin code for that: i recalled one of my first Houdini quick tests with breakable torus, and that it was full of strange glitches, seems that's exactly the problem i've ran into: http://www.youtube.com/watch?v=9XbkqSWFuxg Quote Link to comment Share on other sites More sharing options...
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