• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Model validation: Aquarian Legionnaire

AquarianLegion.mdx

0 errors 8 severe 31 warnings 43 unused
  • 1 1 Geoset 6
    • Alpha is 1.000 at end of "Decay Bone" (frame 138400); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 7
    • Alpha is 1.000 at end of "Decay Bone" (frame 138400); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 8
    • Alpha is 1.000 at end of "Decay Bone" (frame 138400); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 9
    • Alpha is 1.000 at end of "Decay Bone" (frame 138400); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 10
    • Alpha is 1.000 at end of "Decay Bone" (frame 138400); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 11
    • Alpha is 1.000 at end of "Decay Bone" (frame 138400); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 12
    • Alpha is 1.000 at end of "Decay Bone" (frame 138400); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 1 Geoset 13
    • Alpha is 1.000 at end of "Decay Bone" (frame 138400); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 9 Model
    • Collision shape "B_KGS_Torso" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Head" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Arm_L" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Arm_R" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Leg_L" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Leg_R" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Root" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Weapon" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
    • Collision shape "B_KGS_Shield" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
  • 1 Geoset 0
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 1
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 2
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 3
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 4
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 5
    • This geoset has both skin/weights and vertex groups
  • 1 Bone 105 - "bone_head"
    • There are no vertices attached to this bone
  • 1 Bone 108 - "L_hair_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 1 Bone 109 - "L_hair_02_bind_jnt"
    • There are no vertices attached to this bone
    • 1 Rotation
      • Track 285 at frame 139300 has roughly the same value as tracks 284 and 286
  • 1 2 Bone 110 - "R_hair_01_bind_jnt"
    • There are no vertices attached to this bone
    • 2 Rotation
      • Track 32 at frame 4333 has roughly the same value as tracks 31 and 33
      • Track 147 at frame 11199 has roughly the same value as tracks 146 and 148
  • 1 Bone 111 - "R_hair_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 112 - "B_hair_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 113 - "B_hair_02_bind_jnt"
    • There are no vertices attached to this bone
  • 1 Bone 114 - "B_hair_03_bind_jnt"
    • There are no vertices attached to this bone
  • 8 Material 8
    • 8 Layer 0
      • 8 Emissive Gain
        • Track 5 at frame 7167 has exactly the same value as tracks 4 and 6
        • Track 6 at frame 7867 has exactly the same value as tracks 5 and 7
        • Track 9 at frame 8467 has exactly the same value as tracks 8 and 10
        • Track 10 at frame 9167 has exactly the same value as tracks 9 and 11
        • Track 15 at frame 12733 has exactly the same value as tracks 14 and 16
        • Track 35 at frame 14333 has exactly the same value as tracks 34 and 36
        • Track 38 at frame 17567 has exactly the same value as tracks 37 and 39
        • Track 50 at frame 19567 has exactly the same value as tracks 49 and 51
  • 3 Bone 2 - "bone_chest"
    • 3 Rotation
      • Track 6 at frame 1200 has roughly the same value as tracks 5 and 7
      • Track 16 at frame 3000 has roughly the same value as tracks 15 and 17
      • Track 33 at frame 6100 has roughly the same value as tracks 32 and 34
  • 4 Bone 8 - "L_lwr_arm_bind_jnt"
    • 4 Rotation
      • Track 17 at frame 1733 has roughly the same value as tracks 16 and 18
      • Track 36 at frame 3533 has roughly the same value as tracks 35 and 37
      • Track 75 at frame 6633 has roughly the same value as tracks 74 and 76
      • Track 286 at frame 139867 has roughly the same value as tracks 285 and 287
  • 3 Bone 9 - "L_lwr_arm_twist_01_bind_jnt"
    • 3 Rotation
      • Track 77 at frame 9666 has roughly the same value as tracks 76 and 78
      • Track 96 at frame 12299 has roughly the same value as tracks 95 and 97
      • Track 104 at frame 12699 has roughly the same value as tracks 103 and 105
  • 3 Bone 10 - "L_lwr_arm_twist_02_bind_jnt"
    • 3 Rotation
      • Track 77 at frame 9666 has roughly the same value as tracks 76 and 78
      • Track 96 at frame 12299 has roughly the same value as tracks 95 and 97
      • Track 104 at frame 12699 has roughly the same value as tracks 103 and 105
  • 1 Bone 11 - "bone_hand_left"
    • 1 Rotation
      • Track 237 at frame 15033 has roughly the same value as tracks 236 and 238
  • 1 Bone 24 - "L_pnk_finger_01_bind_jnt"
    • 1 Translation
      • Track 26 at frame 77300 has exactly the same value as tracks 25 and 27
  • 1 Bone 50 - "L_leg_02_bind_jnt"
    • 1 Rotation
      • Track 219 at frame 14933 has roughly the same value as tracks 218 and 220
  • 3 Bone 63 - "L_pauldron_bind_jnt"
    • 3 Rotation
      • Track 3 at frame 700 has roughly the same value as tracks 2 and 4
      • Track 16 at frame 2500 has roughly the same value as tracks 15 and 17
      • Track 31 at frame 5600 has roughly the same value as tracks 30 and 32
  • 3 Bone 64 - "R_pauldron_bind_jnt"
    • 3 Rotation
      • Track 3 at frame 700 has roughly the same value as tracks 2 and 4
      • Track 16 at frame 2500 has roughly the same value as tracks 15 and 17
      • Track 31 at frame 5600 has roughly the same value as tracks 30 and 32
  • 1 Bone 71 - "L_upr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 206 at frame 139133 has roughly the same value as tracks 205 and 207
  • 1 Bone 72 - "L_lwr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 206 at frame 139133 has roughly the same value as tracks 205 and 207
  • 1 Bone 73 - "R_upr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 206 at frame 139133 has roughly the same value as tracks 205 and 207
  • 1 Bone 74 - "R_lwr_eyelid_bind_jnt"
    • 1 Rotation
      • Track 206 at frame 139133 has roughly the same value as tracks 205 and 207
  • 4 Bone 99 - "R_lwr_lip_02_bind_jnt"
    • 4 Translation
      • Track 9 at frame 1067 has roughly the same value as tracks 8 and 10
      • Track 29 at frame 2867 has roughly the same value as tracks 28 and 30
      • Track 70 at frame 5967 has roughly the same value as tracks 69 and 71
      • Track 127 at frame 139467 has roughly the same value as tracks 126 and 128
  • 2 CollisionShape 7 - "B_KGS_Weapon"
    • 2 Rotation
      • Track 28 at frame 4400 has roughly the same value as tracks 27 and 29
      • Track 138 at frame 11266 has roughly the same value as tracks 137 and 139
Back
Top