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    FBX SDK 2010 odd crash

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 17/06/2011 at 08:57, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   R12 
      Platform:      Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Howdy,

      I've had an crash trying to import an fbx file, but the really odd thing about it is where the debugger is pointing at the crash point:

      If you look at the top left panel in the debugger image above, you'll see that the crash happened inside the FBX function:
      KFbxLayer::GetMaterials()

      ... but when you look at the source display, it's pointing to a call to:
      C4DOS.St->Flush()

      ... which is called from the Cinema 4D API's String class destructor. 😲

      How can this be?

      Adios,
      Cactus Dan

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 18/06/2011 at 01:54, xxxxxxxx wrote:

        What does the call stack say? How did it come there, where did the call originally come from?

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        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 18/06/2011 at 06:40, xxxxxxxx wrote:

          Howdy,

          Here is where it was just before calling the KFbxLayer::GetMaterials() function:

          I've included print statements in each function to print to the status bar what it's processing, and at the time of the crash the status bar says this:

          ... that led me to believe it might be an issue with the original file using Shave and a Haircut, so I told the user to delete everything pertaining to Shave and re-export. By doing that it doesn't crash anymore.

          But, I'm still curious how an FBX library function could be calling a Cinema 4D API function, or is that really what's happening? Is it an addressing issue? I mean is the FBX library function trying to access something that isn't there and it just happens to be that the address of what it's trying to access is the address of the Cinema 4D API function call to the String class's destructor?

          Adios,
          Cactus Dan

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