[Closed] Debugging a scene
Hi all,
Max is telling me I have a problem in a scene (which I can’t post publicly unfortunately), where when I open the scene I get a:
>> MAXScript Script Controller Exception: – Unknown system exception <<
>> MAXScript Script Controller Exception: – Unknown system exception <<
- 2 popups saying the same thing
Now the problem is there are no script controllers in the scene… but there are quite a bunch of wires “floating” around (yes, pun intended).
So I’m iterating over all the wires, but I can’t seem to find anything out of the ordinary.
Does anyone have anything to say regarding float_wires (single way!, no 2ways) or other stuff that can cause to throw an error like that?
There’s like 80 wire controllers now and only 2 error messages. And everything seems to work ok, I don’t see object that don’t work… so I’m a bit clueless right now.
Any tip of hints will be great!!
-Johan
Ok,
It’s not the floatwires, it’s the custom attributes I have been using.
I have multiple CA’s on objects which give the errors.
Could someone please try this on a simple object, save the scene and reopen it.
(
local WeightsSetup
WeightsSetup = attributes WeightsSetupCA
(
parameters main
(
oOffsetNode type:#maxObject
bOffsetNodeSwap type:#boolTab tabSize:3
p3DefPos type:#point3 animatable:false default:[0,0,0]
oWeightNodes type:#maxObjectTab tabSizeVariable:true
fXWeights type:#floatTab tabSizeVariable:true
fYWeights type:#floatTab tabSizeVariable:true
bSwap type:#boolTab tabSizeVariable:true
oXform type:#maxObject
)
)
em = emptymodifier name:#WeightsSetup
custAttributes.add em WeightsSetup #unique
custAttributes.makeUnique em WeightsSetup
addModifier selection[1] em
)
If I reopen the scene, I get the a fore mentioned errors, and it’s totally driving me crazy, can’t see what I do wrong here…
Thanks,
-Johan
it’s working fine for me Johan, :shrug: , and I can’t see anything glaring in what you’ve written.
Even if you reopen the scene?
Could you assign it it 2 or more objects and save and reopen and tell me there’s still no problem!?
Thanks,
-Johan
must be something else J, still no issues with me. (BTW i’m running max2009 x64 SP1 on xpx64)
The only thing i see is this:
em = emptymodifier name:#WeightsSetup
custAttributes.add em WeightsSetup #unique
custAttributes.makeUnique em WeightsSetup
addModifier selection[1] em
[ul]so your defining a global empty modifier.[/ul]
[ul]and you you adding your definition to it, so its global scope.[/ul]
[ul]Then your making it unique. – I think this will throw an error. Theres something about making a global object unique it this context. (in max 8 anyhow) [/ul]
I will test this at work and see if my theory is correct.
Pete, thanks(!) running same specs here… so it must be something with my setup.
Eek, I see what you are saying, but that’s not the part that’s throwing me errors. It’s after reloading a scene and the assiging code doesn’t come into play.
Thanks for checking!
-Johan