Model validation: Broadside suit

Broadside.mdx

0 errors 12 severe 2 warnings 60 unused
  • 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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