Model validation: Armored_Varimathras

Varimathras_Armored.mdx

0 errors 27 severe 45 warnings 102 unused
  • 1 1 Geoset 6
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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" (frame 37367); 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" (frame 37367); 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" (frame 37367); 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" (frame 37367); 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" (frame 37367); 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" (frame 37367); 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" (frame 37367); 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 14
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 15
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 16
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 17
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 18
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 19
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 20
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 21
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 22
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 23
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 24
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 25
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 26
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 27
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 28
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 29
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 30
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 31
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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 32
    • Alpha is 1.000 at end of "Decay" (frame 37367); 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_Wing_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_Wing_R" 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 3 Bone 55 - "L_pelvis_armor_bind_jnt"
    • There are no vertices attached to this bone
    • 3 Translation
      • Track 551 at frame 21000 has roughly the same value as tracks 550 and 552
      • Track 597 at frame 24400 has roughly the same value as tracks 596 and 598
      • Track 621 at frame 27667 has roughly the same value as tracks 620 and 622
  • 1 2 Bone 56 - "R_pelvis_armor_bind_jnt"
    • There are no vertices attached to this bone
    • 1 Translation
      • Track 598 at frame 24400 has roughly the same value as tracks 597 and 599
    • 1 Rotation
      • Track 504 at frame 27667 has roughly the same value as tracks 503 and 505
  • 1 Bone 95 - "bone_head"
    • There are no vertices attached to this bone
  • 1 Sequence 10 - "Cinematic Frustrated One"
    • Sequence "Cinematic Frustrated One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 11 - "Cinematic Headnod One"
    • Sequence "Cinematic Headnod One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 12 - "Cinematic Headshake One"
    • Sequence "Cinematic Headshake One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 13 - "Cinematic Listening One"
    • Sequence "Cinematic Listening One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 14 - "Cinematic Standard One"
    • Sequence "Cinematic Standard One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Sequence 16 - "Cinematic Walk One"
    • Sequence "Cinematic Walk One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
  • 1 Bone 0 - "bone_turret"
    • 1 Rotation
      • Track 51 at frame 4500 has roughly the same value as tracks 50 and 52
  • 2 Bone 1 - "spine_02_bind_jnt"
    • 2 Rotation
      • Track 241 at frame 15767 has roughly the same value as tracks 240 and 242
      • Track 341 at frame 28267 has roughly the same value as tracks 340 and 342
  • 1 Bone 2 - "bone_chest"
    • 1 Rotation
      • Track 398 at frame 28333 has roughly the same value as tracks 397 and 399
  • 3 Bone 3 - "neck_bind_jnt"
    • 3 Rotation
      • Track 27 at frame 4633 has roughly the same value as tracks 26 and 28
      • Track 33 at frame 4967 has roughly the same value as tracks 32 and 34
      • Track 116 at frame 10867 has roughly the same value as tracks 115 and 117
  • 1 Bone 4 - "hd_anim_bind_jnt"
    • 1 Rotation
      • Track 579 at frame 28200 has roughly the same value as tracks 578 and 580
  • 1 Bone 5 - "jaw_bind_jnt"
    • 1 Rotation
      • Track 174 at frame 17733 has roughly the same value as tracks 173 and 175
  • 1 Bone 7 - "L_upr_arm_bind_jnt"
    • 1 Rotation
      • Track 549 at frame 28600 has roughly the same value as tracks 548 and 550
  • 3 Bone 8 - "L_lwr_arm_bind_jnt"
    • 3 Rotation
      • Track 448 at frame 22500 has roughly the same value as tracks 447 and 449
      • Track 479 at frame 24767 has roughly the same value as tracks 478 and 480
      • Track 517 at frame 30933 has roughly the same value as tracks 516 and 518
  • 3 Bone 9 - "L_lwr_arm_twist_01_bind_jnt"
    • 3 Rotation
      • Track 60 at frame 7000 has roughly the same value as tracks 59 and 61
      • Track 312 at frame 23767 has roughly the same value as tracks 311 and 313
      • Track 324 at frame 27733 has roughly the same value as tracks 323 and 325
  • 3 Bone 10 - "L_lwr_arm_twist_02_bind_jnt"
    • 3 Rotation
      • Track 60 at frame 7000 has roughly the same value as tracks 59 and 61
      • Track 312 at frame 23767 has roughly the same value as tracks 311 and 313
      • Track 324 at frame 27733 has roughly the same value as tracks 323 and 325
  • 1 Bone 16 - "L_ind_finger_02_bind_jnt"
    • 1 Rotation
      • Track 105 at frame 8100 has roughly the same value as tracks 104 and 106
  • 1 Bone 18 - "L_mid_finger_01_bind_jnt"
    • 1 Rotation
      • Track 405 at frame 21767 has roughly the same value as tracks 404 and 406
  • 1 Bone 23 - "L_pnk_finger_03_bind_jnt"
    • 1 Rotation
      • Track 209 at frame 13133 has roughly the same value as tracks 208 and 210
  • 1 Bone 24 - "R_shoulder_bind_jnt"
    • 1 Rotation
      • Track 414 at frame 22333 has roughly the same value as tracks 413 and 415
  • 1 Bone 26 - "R_lwr_arm_bind_jnt"
    • 1 Rotation
      • Track 104 at frame 7000 has roughly the same value as tracks 103 and 105
  • 3 Bone 27 - "R_lwr_arm_twist_01_bind_jnt"
    • 3 Rotation
      • Track 1 at frame 200 has roughly the same value as tracks 0 and 2
      • Track 93 at frame 8133 has roughly the same value as tracks 92 and 94
      • Track 308 at frame 21933 has roughly the same value as tracks 307 and 309
  • 3 Bone 28 - "R_lwr_arm_twist_02_bind_jnt"
    • 3 Rotation
      • Track 1 at frame 200 has roughly the same value as tracks 0 and 2
      • Track 93 at frame 8133 has roughly the same value as tracks 92 and 94
      • Track 308 at frame 21933 has roughly the same value as tracks 307 and 309
  • 1 Bone 29 - "bone_hand_right"
    • 1 Rotation
      • Track 488 at frame 25433 has roughly the same value as tracks 487 and 489
  • 2 Bone 30 - "R_tmb_01_bind_jnt"
    • 2 Rotation
      • Track 414 at frame 21733 has roughly the same value as tracks 413 and 415
      • Track 453 at frame 29933 has roughly the same value as tracks 452 and 454
  • 1 Bone 31 - "R_tmb_02_bind_jnt"
    • 1 Rotation
      • Track 316 at frame 29933 has roughly the same value as tracks 315 and 317
  • 1 Bone 32 - "R_tmb_03_bind_jnt"
    • 1 Rotation
      • Track 389 at frame 29933 has roughly the same value as tracks 388 and 390
  • 2 Bone 33 - "R_ind_finger_01_bind_jnt"
    • 2 Rotation
      • Track 472 at frame 26900 has roughly the same value as tracks 471 and 473
      • Track 499 at frame 30000 has roughly the same value as tracks 498 and 500
  • 3 Bone 34 - "R_ind_finger_02_bind_jnt"
    • 3 Rotation
      • Track 396 at frame 24200 has roughly the same value as tracks 395 and 397
      • Track 409 at frame 26967 has roughly the same value as tracks 408 and 410
      • Track 436 at frame 30033 has roughly the same value as tracks 435 and 437
  • 3 Bone 35 - "R_ind_finger_03_bind_jnt"
    • 3 Rotation
      • Track 370 at frame 22167 has roughly the same value as tracks 369 and 371
      • Track 387 at frame 24200 has roughly the same value as tracks 386 and 388
      • Track 430 at frame 30067 has roughly the same value as tracks 429 and 431
  • 1 Bone 36 - "R_mid_finger_01_bind_jnt"
    • 1 Rotation
      • Track 480 at frame 30033 has roughly the same value as tracks 479 and 481
  • 1 Bone 37 - "R_mid_finger_02_bind_jnt"
    • 1 Rotation
      • Track 446 at frame 30067 has roughly the same value as tracks 445 and 447
  • 2 Bone 38 - "R_mid_finger_03_bind_jnt"
    • 2 Rotation
      • Track 68 at frame 5567 has roughly the same value as tracks 67 and 69
      • Track 459 at frame 30100 has roughly the same value as tracks 458 and 460
  • 1 Bone 39 - "R_pnk_finger_01_bind_jnt"
    • 1 Rotation
      • Track 457 at frame 29933 has roughly the same value as tracks 456 and 458
  • 1 Bone 40 - "R_pnk_finger_02_bind_jnt"
    • 1 Rotation
      • Track 385 at frame 29933 has roughly the same value as tracks 384 and 386
  • 1 Bone 41 - "R_pnk_finger_03_bind_jnt"
    • 1 Rotation
      • Track 401 at frame 29933 has roughly the same value as tracks 400 and 402
  • 1 Bone 47 - "R_leg_01_bind_jnt"
    • 1 Rotation
      • Track 504 at frame 27667 has roughly the same value as tracks 503 and 505
  • 2 Bone 64 - "L_upr_eyelid_bind_jnt"
    • 2 Rotation
      • Track 422 at frame 29700 has roughly the same value as tracks 421 and 423
      • Track 431 at frame 31733 has roughly the same value as tracks 430 and 432
  • 2 Bone 65 - "L_lwr_eyelid_bind_jnt"
    • 2 Rotation
      • Track 422 at frame 29700 has roughly the same value as tracks 421 and 423
      • Track 431 at frame 31733 has roughly the same value as tracks 430 and 432
  • 2 Bone 66 - "R_upr_eyelid_bind_jnt"
    • 2 Rotation
      • Track 422 at frame 29700 has roughly the same value as tracks 421 and 423
      • Track 431 at frame 31733 has roughly the same value as tracks 430 and 432
  • 2 Bone 67 - "R_lwr_eyelid_bind_jnt"
    • 2 Rotation
      • Track 422 at frame 29700 has roughly the same value as tracks 421 and 423
      • Track 431 at frame 31733 has roughly the same value as tracks 430 and 432
  • 1 Bone 84 - "L_lip_corner_bind_jnt"
    • 1 Rotation
      • Track 174 at frame 17733 has roughly the same value as tracks 173 and 175
  • 1 Bone 85 - "L_lwr_lip_01_bind_jnt"
    • 1 Rotation
      • Track 174 at frame 17733 has roughly the same value as tracks 173 and 175
  • 2 Bone 86 - "L_lwr_lip_02_bind_jnt"
    • 1 Translation
      • Track 7 at frame 533 has roughly the same value as tracks 6 and 8
    • 1 Rotation
      • Track 174 at frame 17733 has roughly the same value as tracks 173 and 175
  • 1 Bone 87 - "M_lwr_lip_bind_jnt"
    • 1 Rotation
      • Track 174 at frame 17733 has roughly the same value as tracks 173 and 175
  • 2 Bone 88 - "R_lwr_lip_02_bind_jnt"
    • 1 Translation
      • Track 7 at frame 533 has roughly the same value as tracks 6 and 8
    • 1 Rotation
      • Track 174 at frame 17733 has roughly the same value as tracks 173 and 175
  • 1 Bone 89 - "R_lwr_lip_01_bind_jnt"
    • 1 Rotation
      • Track 174 at frame 17733 has roughly the same value as tracks 173 and 175
  • 1 Bone 90 - "R_lip_corner_bind_jnt"
    • 1 Rotation
      • Track 174 at frame 17733 has roughly the same value as tracks 173 and 175
  • 1 Bone 92 - "tongue_01_bind_jnt"
    • 1 Rotation
      • Track 174 at frame 17733 has roughly the same value as tracks 173 and 175
  • 1 Bone 94 - "lwr_teeth_bind_jnt"
    • 1 Rotation
      • Track 174 at frame 17733 has roughly the same value as tracks 173 and 175
  • 1 Bone 99 - "R_beard_01_bind_jnt"
    • 1 Rotation
      • Track 27 at frame 3133 has roughly the same value as tracks 26 and 28
  • 1 Bone 100 - "R_beard_02_bind_jnt"
    • 1 Rotation
      • Track 27 at frame 3200 has roughly the same value as tracks 26 and 28
  • 1 Bone 101 - "R_beard_03_bind_jnt"
    • 1 Rotation
      • Track 28 at frame 3267 has roughly the same value as tracks 27 and 29
  • 1 Bone 105 - "L_wing_02_bind_jnt"
    • 1 Rotation
      • Track 8 at frame 3467 has roughly the same value as tracks 7 and 9
  • 3 Bone 106 - "L_wing_03_bind_jnt"
    • 3 Rotation
      • Track 8 at frame 3467 has roughly the same value as tracks 7 and 9
      • Track 174 at frame 11567 has roughly the same value as tracks 173 and 175
      • Track 181 at frame 12067 has roughly the same value as tracks 180 and 182
  • 1 Bone 114 - "L_wing_D_02_bind_jnt"
    • 1 Rotation
      • Track 33 at frame 2933 has roughly the same value as tracks 32 and 34
  • 4 Bone 121 - "R_wing_B_03_bind_jnt"
    • 4 Rotation
      • Track 13 at frame 1900 has roughly the same value as tracks 12 and 14
      • Track 80 at frame 5033 has roughly the same value as tracks 79 and 81
      • Track 442 at frame 26200 has roughly the same value as tracks 441 and 443
      • Track 477 at frame 33267 has roughly the same value as tracks 476 and 478
  • 1 Bone 125 - "R_wing_D_02_bind_jnt"
    • 1 Rotation
      • Track 455 at frame 31067 has roughly the same value as tracks 454 and 456
  • 1 Bone 128 - "R_wing_C_03_bind_jnt"
    • 1 Rotation
      • Track 352 at frame 33267 has roughly the same value as tracks 351 and 353
  • 4 CollisionShape 0 - "B_KGS_Torso"
    • 4 Rotation
      • Track 2 at frame 167 has roughly the same value as tracks 1 and 3
      • Track 500 at frame 19667 has roughly the same value as tracks 499 and 501
      • Track 595 at frame 23967 has roughly the same value as tracks 594 and 596
      • Track 697 at frame 32867 has roughly the same value as tracks 696 and 698
  • 1 CollisionShape 1 - "B_KGS_Head"
    • 1 Rotation
      • Track 691 at frame 25467 has roughly the same value as tracks 690 and 692
  • 1 CollisionShape 2 - "B_KGS_Arm_L"
    • 1 Rotation
      • Track 582 at frame 27167 has roughly the same value as tracks 581 and 583
  • 1 CollisionShape 7 - "B_KGS_Wing_L"
    • 1 Rotation
      • Track 534 at frame 37967 has roughly the same value as tracks 533 and 535
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