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Model validation: Broadside suit
Broadside.mdx
0errors12severe2warnings60unused
1
Geoset 1
Alpha is 1.000 at end of "Decay Bone" (frame 20000); should be 0 — geoset will remain visible in-game after the unit has decayed.
1
Geoset 2
Alpha is 1.000 at end of "Decay Bone" (frame 20000); should be 0 — geoset will remain visible in-game after the unit has decayed.
1
Geoset 3
Alpha is 1.000 at end of "Decay Bone" (frame 20000); should be 0 — geoset will remain visible in-game after the unit has decayed.
1
Geoset 4
Alpha is 1.000 at end of "Decay Bone" (frame 20000); should be 0 — geoset will remain visible in-game after the unit has decayed.
1
Geoset 5
Alpha is 1.000 at end of "Decay Bone" (frame 20000); should be 0 — geoset will remain visible in-game after the unit has decayed.
1
Geoset 6
Alpha is 1.000 at end of "Decay Bone" (frame 20000); should be 0 — geoset will remain visible in-game after the unit has decayed.
1
Geoset 7
Alpha is 1.000 at end of "Decay Bone" (frame 20000); should be 0 — geoset will remain visible in-game after the unit has decayed.
1
Geoset 8
Alpha is 1.000 at end of "Decay Bone" (frame 20000); should be 0 — geoset will remain visible in-game after the unit has decayed.
1
Geoset 9
Alpha is 1.000 at end of "Decay Bone" (frame 20000); should be 0 — geoset will remain visible in-game after the unit has decayed.
1
Geoset 10
Alpha is 1.000 at end of "Decay Bone" (frame 20000); should be 0 — geoset will remain visible in-game after the unit has decayed.
1
Geoset 11
Alpha is 1.000 at end of "Decay Bone" (frame 20000); should be 0 — geoset will remain visible in-game after the unit has decayed.
1
Geoset 12
Alpha is 1.000 at end of "Decay Bone" (frame 20000); should be 0 — geoset will remain visible in-game after the unit has decayed.
1
Model
No collision shapes — in-game selection may be unreliable for this unit; thin geometry can become hard to click. Add a sphere (units/heroes) or box (buildings).
1
Sequence 0 - "none"
"none" is not a standard name
6
Bone 1 - "Bone_Head"
6
Rotation
Track 6 at frame 6500 has exactly the same value as tracks 5 and 7
Track 7 at frame 7600 has exactly the same value as tracks 6 and 8
Track 12 at frame 22000 has exactly the same value as tracks 11 and 13
Track 20 at frame 27100 has exactly the same value as tracks 19 and 21
Track 21 at frame 28200 has exactly the same value as tracks 20 and 22
Track 24 at frame 30100 has exactly the same value as tracks 23 and 25
2
Bone 2 - "Bone_Leg2_L"
2
Rotation
Track 14 at frame 22000 has exactly the same value as tracks 13 and 15
Track 29 at frame 30100 has exactly the same value as tracks 28 and 30
6
Bone 3 - "Bone_Shoulderpad_R"
6
Rotation
Track 5 at frame 6500 has exactly the same value as tracks 4 and 6
Track 6 at frame 7600 has exactly the same value as tracks 5 and 7
Track 11 at frame 22000 has exactly the same value as tracks 10 and 12
Track 18 at frame 27100 has exactly the same value as tracks 17 and 19
Track 19 at frame 28200 has exactly the same value as tracks 18 and 20
Track 22 at frame 30100 has exactly the same value as tracks 21 and 23
6
Bone 4 - "Bone_Arm2_L"
6
Rotation
Track 5 at frame 6500 has exactly the same value as tracks 4 and 6
Track 6 at frame 7600 has exactly the same value as tracks 5 and 7
Track 11 at frame 22000 has exactly the same value as tracks 10 and 12
Track 18 at frame 27100 has exactly the same value as tracks 17 and 19
Track 19 at frame 28200 has exactly the same value as tracks 18 and 20
Track 22 at frame 30100 has exactly the same value as tracks 21 and 23
4
Bone 5 - "Bone_Foot_L"
4
Rotation
Track 5 at frame 6500 has roughly the same value as tracks 4 and 6
Track 14 at frame 22000 has exactly the same value as tracks 13 and 15
Track 21 at frame 27100 has roughly the same value as tracks 20 and 22
Track 28 at frame 30100 has exactly the same value as tracks 27 and 29
4
Bone 6 - "Bone_Railgun_L"
4
Rotation
Track 6 at frame 6500 has exactly the same value as tracks 5 and 7
Track 7 at frame 7600 has exactly the same value as tracks 6 and 8
Track 22 at frame 27100 has exactly the same value as tracks 21 and 23
Track 23 at frame 28200 has exactly the same value as tracks 22 and 24
6
Bone 7 - "Bone_Pelvis"
6
Rotation
Track 5 at frame 6500 has exactly the same value as tracks 4 and 6
Track 6 at frame 7600 has exactly the same value as tracks 5 and 7
Track 11 at frame 22000 has exactly the same value as tracks 10 and 12
Track 18 at frame 27100 has exactly the same value as tracks 17 and 19
Track 19 at frame 28200 has exactly the same value as tracks 18 and 20
Track 22 at frame 30100 has exactly the same value as tracks 21 and 23
6
Bone 10 - "Bone_Shoulderpad_L"
6
Rotation
Track 5 at frame 6500 has exactly the same value as tracks 4 and 6
Track 6 at frame 7600 has exactly the same value as tracks 5 and 7
Track 11 at frame 22000 has exactly the same value as tracks 10 and 12
Track 18 at frame 27100 has exactly the same value as tracks 17 and 19
Track 19 at frame 28200 has exactly the same value as tracks 18 and 20
Track 22 at frame 30100 has exactly the same value as tracks 21 and 23
6
Bone 13 - "Bone_Arm2_R"
6
Rotation
Track 5 at frame 6500 has exactly the same value as tracks 4 and 6
Track 6 at frame 7600 has exactly the same value as tracks 5 and 7
Track 11 at frame 22000 has exactly the same value as tracks 10 and 12
Track 18 at frame 27100 has exactly the same value as tracks 17 and 19
Track 19 at frame 28200 has exactly the same value as tracks 18 and 20
Track 22 at frame 30100 has exactly the same value as tracks 21 and 23
2
Bone 14 - "Bone_Leg1_L"
2
Rotation
Track 13 at frame 22000 has exactly the same value as tracks 12 and 14
Track 27 at frame 30100 has exactly the same value as tracks 26 and 28
2
Bone 15 - "Bone_Leg2_R"
2
Rotation
Track 14 at frame 22000 has exactly the same value as tracks 13 and 15
Track 29 at frame 30100 has exactly the same value as tracks 28 and 30
2
Bone 16 - "Bone_Foot_R"
2
Rotation
Track 14 at frame 22000 has exactly the same value as tracks 13 and 15
Track 29 at frame 30100 has exactly the same value as tracks 28 and 30
4
Bone 17 - "Bone_Railgun_R"
4
Rotation
Track 6 at frame 6500 has exactly the same value as tracks 5 and 7
Track 7 at frame 7600 has exactly the same value as tracks 6 and 8
Track 22 at frame 27100 has exactly the same value as tracks 21 and 23
Track 23 at frame 28200 has exactly the same value as tracks 22 and 24
4
Helper 0
4
Rotation
Track 5 at frame 6500 has exactly the same value as tracks 4 and 6
Track 6 at frame 7600 has exactly the same value as tracks 5 and 7
Track 20 at frame 27100 has exactly the same value as tracks 19 and 21
Track 21 at frame 28200 has exactly the same value as tracks 20 and 22
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