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Model validation: Bloodelf Engineer

BloodeflEngineerHD.mdx

0 errors 6 severe 19 warnings 40 unused
  • 1 1 Geoset 6
    • Alpha is 1.000 at end of "Decay Bone" (frame 159800); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • Referenced by 2 geoset animations: 5, 7
  • 1 Geoset 8
    • Alpha is 1.000 at end of "Decay Bone" (frame 159800); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 GeosetAnimation 5
    • 1 Alpha
      • Track 1 at frame 0 is lower than the track before it at 19867
  • 1 1 1 Bone 12 - "Bone_Arm2_R"
    • 1 Translation
      • Track 1 at frame 7000 is lower than the track before it at 19867
    • 1 1 Rotation
      • Track 6 has the same frame 1800 as track 5
      • Track 63 at frame 35967 has exactly the same value as tracks 62 and 64
  • 1 1 6 Bone 13 - "Bone_Hand_R"
    • 1 Translation
      • Track 1 at frame 7667 is lower than the track before it at 19867
    • 1 6 Rotation
      • Track 1 has the same frame 1800 as track 0
      • Track 1 at frame 1800 has exactly the same value as tracks 0 and 2
      • Track 11 at frame 8367 has exactly the same value as tracks 10 and 12
      • Track 12 at frame 9100 has exactly the same value as tracks 11 and 13
      • Track 29 at frame 28233 has exactly the same value as tracks 28 and 30
      • Track 37 at frame 34633 has exactly the same value as tracks 36 and 38
      • Track 40 at frame 35967 has exactly the same value as tracks 39 and 41
  • 1 1 2 Bone 17 - "Bone_Hand_L"
    • 1 Translation
      • Track 1 at frame 7667 is lower than the track before it at 19867
    • 1 2 Rotation
      • Track 2 has the same frame 1800 as track 1
      • Track 7 at frame 4634 has exactly the same value as tracks 6 and 8
      • Track 66 at frame 35967 has exactly the same value as tracks 65 and 67
  • 1 Model
    • Attachment 5 "Head - Ref" — non-standard ref name; in-game effects (Bloodlust, Rejuvenation, etc.) may not bind. Use canonical names like "Hand Left Ref" or "Chest Ref".
  • 1 1 Bone 2 - "Bone_Pelvis"
    • 1 1 Rotation
      • Track 4 has the same frame 1800 as track 3
      • Track 9 at frame 14567 has exactly the same value as tracks 8 and 10
  • 1 1 Bone 3 - "Bone_Leg1_L"
    • 1 1 Rotation
      • Track 5 has the same frame 1800 as track 4
      • Track 88 at frame 35967 has exactly the same value as tracks 87 and 89
  • 1 1 Bone 4 - "Bone_Leg2_L"
    • 1 1 Rotation
      • Track 5 has the same frame 1800 as track 4
      • Track 95 at frame 35967 has exactly the same value as tracks 94 and 96
  • 1 4 Bone 5 - "Bone_Foot_L"
    • 1 2 Rotation
      • Track 5 has the same frame 1800 as track 4
      • Track 10 at frame 6067 has exactly the same value as tracks 9 and 11
      • Track 94 at frame 35967 has exactly the same value as tracks 93 and 95
    • 2 Translation
      • Track 2 at frame 34633 has exactly the same value as tracks 1 and 3
      • Track 5 at frame 35967 has exactly the same value as tracks 4 and 6
  • 1 1 Bone 6 - "Bone_Leg1_R"
    • 1 1 Rotation
      • Track 5 has the same frame 1800 as track 4
      • Track 84 at frame 35967 has exactly the same value as tracks 83 and 85
  • 1 Bone 7 - "Bone_Leg2_R"
    • 1 Rotation
      • Track 5 has the same frame 1800 as track 4
  • 1 6 Bone 8 - "Bone_Foot_R"
    • 1 4 Rotation
      • Track 5 has the same frame 1800 as track 4
      • Track 11 at frame 6067 has exactly the same value as tracks 10 and 12
      • Track 12 at frame 7167 has exactly the same value as tracks 11 and 13
      • Track 13 at frame 8167 has exactly the same value as tracks 12 and 14
      • Track 97 at frame 35967 has exactly the same value as tracks 96 and 98
    • 2 Translation
      • Track 2 at frame 34633 has exactly the same value as tracks 1 and 3
      • Track 5 at frame 35967 has exactly the same value as tracks 4 and 6
  • 2 1 Bone 10 - "Bone_Chest"
    • 2 1 Rotation
      • Track 6 has the same frame 1800 as track 5
      • Track 27 has the same frame 18300 as track 26
      • Track 88 at frame 35967 has exactly the same value as tracks 87 and 89
  • 1 1 Bone 11 - "Bone_Arm1_R"
    • 1 1 Rotation
      • Track 6 has the same frame 1800 as track 5
      • Track 66 at frame 35967 has exactly the same value as tracks 65 and 67
  • 1 1 Bone 14 - "Bone_Arm1_L"
    • 1 1 Rotation
      • Track 2 has the same frame 1800 as track 1
      • Track 71 at frame 35967 has exactly the same value as tracks 70 and 72
  • 1 1 Bone 15 - "Bone_Arm2_L"
    • 1 1 Rotation
      • Track 6 has the same frame 1800 as track 5
      • Track 66 at frame 35967 has exactly the same value as tracks 65 and 67
  • 1 4 Bone 18 - "Bone_Head"
    • 1 1 Rotation
      • Track 6 has the same frame 1800 as track 5
      • Track 96 at frame 35967 has exactly the same value as tracks 95 and 97
    • 3 Translation
      • Track 1 at frame 14134 has exactly the same value as tracks 0 and 2
      • Track 2 at frame 15867 has exactly the same value as tracks 1 and 3
      • Track 6 at frame 17467 has exactly the same value as tracks 5 and 7
  • 1 2 Helper 0
    • 1 1 Translation
      • Track 5 has the same frame 1800 as track 4
      • Track 81 at frame 35967 has exactly the same value as tracks 80 and 82
    • 1 Rotation
      • Track 24 at frame 35967 has exactly the same value as tracks 23 and 25
  • 5 Bone 0 - "hide-ax"
    • 1 Translation
      • Track 11 at frame 7000 has exactly the same value as tracks 10 and 12
    • 4 Rotation
      • Track 1 at frame 4634 has exactly the same value as tracks 0 and 2
      • Track 6 at frame 7100 has exactly the same value as tracks 5 and 7
      • Track 7 at frame 7934 has exactly the same value as tracks 6 and 8
      • Track 18 at frame 36000 has exactly the same value as tracks 17 and 19
  • 1 Bone 16 - "AxHandle01"
    • 1 Scaling
      • Track 1 at frame 4634 has exactly the same value as tracks 0 and 2
  • 1 Bone 20 - "Mesh12"
    • 1 Rotation
      • Track 22 at frame 192689 has exactly the same value as tracks 21 and 23
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