The armature reported had two bones with a `bMotionPath` but its lengths are zero (which causes trouble in `motion_path_cache` drawing code due to 0 allocations). Not exactly sure how we got there, something like `animviz_verify_motionpaths` should take care of this already in current code, but this might be from a time where there were not enough sanity checks. So now early out in `motion_path_cache` if we encounter such a "corrupted" motion path. Pull Request: https://projects.blender.org/blender/blender/pulls/119081