I believe I’ve narrowed down where the error is coming from. I can’t explain why it only happens when frost is enabled in the viewport (maybe that doesn’t actually matter and was purely coincidental until now?), but it seems to happen when a particular material is applied to the source krakatoa PRT loader object.
While trying to create a sample scene for you, I noticed the error doesn’t occur when no materials are applied to the prt/frost objects. However, once I apply a certain material to my PRT loader, the scene crashes very quickly.
I’ve attached a sample scene and prt sequence. Open the .max file, retarget the textures/sequences to the ones included in the .rar, and scrub the timeline rapidly. I get a crash within a few seconds of doing that. Sometimes literally within 5 seconds, sometimes closer to 30-40 seconds…but it always happens eventually. It’s worth noting that after the crash occurs and max displays its crash report dialog, my CPU usage remains high…so I’m guessing some threaded function is hanging, and that would explain why the 3dsmax process won’t die even after the main thread hangs. A race condition being the problem would also explain the inconsistent times between crashes.
I’m using 3ds max 2017, Krakatoa 2.6.1 and Frost 2.0.10. I’m on a machine with 4 physical CPUs and 16 total cores if that matters as well.
Here are the files: