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when I destroy node's property, exporting fails with Access Violation.

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Anonymous
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when I destroy node's property, exporting fails with Access Violation.

I tried reducing memory usage for animation in an Unity3D.

 

So I removed some needless properties( like local scaling and local translation ) in nodes.

 

	int nodecount = pScene->GetNodeCount();
	for( int i = 0; i < nodecount; i++ )
	{
		FbxNode* node = pScene->GetNode( i );
		bool ignoreThisBone = false;
		auto pos = ignoringBoneNames.begin();
		while( pos != ignoringBoneNames.end() )
		{
			std::string nodeName = node->GetName();
			std::transform( nodeName.begin(), nodeName.end(), nodeName.begin(), tolower );
			if( ( -1 != nodeName.find( "bip" ) ) && ( -1 != nodeName.find( ( *pos ).c_str()  ) ) )
			{
				OutputDebugString( ( nodeName + " is ignored!!!\n" ).c_str() );
				ignoreThisBone = true;
				break;
			}
			++pos;
		}

		if( ignoreThisBone )
		{
			node->LclScaling.Destroy();
			node->LclTranslation.Destroy();
		}
	}

When I exported it first time. It was OK.

 

But I re-imported the exported FBX, then did same job. But exporting failed with Access Violation.

 

Exception thrown at 0x00007FFBCD7E85EC (libfbxsdk.dll) in FbxOptimizer.exe: 0xC0000005: Access violation reading location 0x0000000000000028.

Why destroying exported FBX's properties occurs an exception?

 

What could I solve this problem.

 

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