!is empty<> at line 273 of c:\temp blablabla

Fixed 1 error now I have another! I’ve simply taken out the ball from the maze tutorial & tried to replace it with the Ralph character. Proving harder than thought!

Ok below is the error

self.ralphSphere.node().setFromCollideMask(BitMask32.bit(0))
assertionError: !is_empty() at line 273 of c:\temp\mkpr\panda\src\pgraph\nodePath.I

I added collide tags to ralph as shown below

<Group> ralph {
 
<Collide> ralph { Sphere keep descend }
<Dart> { 1 }
  <Group> groundPlane_transform {
  }
  <Group> RalphMesh {
    <VertexPool> subdTessShape1.verts 

& here is a snippet of code

 self.ralphRoot = render.attachNewNode("ralphRoot")
        self.ralph = Actor("models/ralph")
        self.ralph.reparentTo(self.ralphRoot)
        

        #Find the collison sphere for ralph which was created in the egg file
        #Notice that it has a from collision mask of bit 0, and an into collison
        #mask of no bits. This means that the ball can only cause collisions, not
        #be collided into
        self.ralphSphere = self.ralph.find("**/ralph")
        self.ralphSphere.node().setFromCollideMask(BitMask32.bit(0))
        self.ralphSphere.node().setIntoCollideMask(BitMask32.allOff())
        
        
        


        #Collision solids go in CollisionNode
        self.ralphGroundCol = CollisionNode('groundRay') #Create and name the node
        self.ralphGroundCol.addSolid(self.ralphGroundRay) #Add the ray
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(1)) #Set its bitmasks
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())

Some place you still have the node but already removed it from the nodepath. Are you deleting creating any nodes?