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Model validation: Fel Orc - Legionnaire
Shattered Hand_Legionnaire.mdx
0errors49severe73warnings55unused
1
1
Geoset 0
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 1
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 2
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 3
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 4
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 5
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 6
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 144902); 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 144902); 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 144902); 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 144902); 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 144902); 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 144902); 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 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 Bone" (frame 144902); 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 33
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 34
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 35
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 36
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 37
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 38
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 39
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 40
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 41
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 42
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 43
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 44
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 45
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 46
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 47
Alpha is 1.000 at end of "Decay Bone" (frame 144902); 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 48
Alpha is 1.000 at end of "Decay Bone" (frame 144902); should be 0 — geoset will remain visible in-game after the unit has decayed.
This geoset has both skin/weights and vertex groups
7
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_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_BB_BB" is a box but this is a unit; units must use sphere collision (Type 2) or selection circles will misbehave in-game.
1
2
Bone 34 - "R_tmb_02_bind_jnt"
There are no vertices attached to this bone
2
Rotation
Track 31 at frame 13968 has roughly the same value as tracks 30 and 32
Track 56 at frame 78902 has roughly the same value as tracks 55 and 57
1
3
Bone 35 - "R_tmb_03_bind_jnt"
There are no vertices attached to this bone
3
Rotation
Track 7 at frame 3867 has roughly the same value as tracks 6 and 8
Track 27 at frame 13968 has roughly the same value as tracks 26 and 28
Track 55 at frame 78902 has roughly the same value as tracks 54 and 56
1
3
Bone 36 - "R_ind_finger_01_bind_jnt"
There are no vertices attached to this bone
1
Translation
Track 12 at frame 149435 has roughly the same value as tracks 11 and 13
2
Rotation
Track 43 at frame 13968 has roughly the same value as tracks 42 and 44
Track 89 at frame 78902 has roughly the same value as tracks 88 and 90
1
Bone 37 - "R_ind_finger_02_bind_jnt"
There are no vertices attached to this bone
1
Bone 38 - "R_ind_finger_03_bind_jnt"
There are no vertices attached to this bone
1
4
Bone 39 - "R_mid_finger_01_bind_jnt"
There are no vertices attached to this bone
4
Rotation
Track 32 at frame 13968 has roughly the same value as tracks 31 and 33
Track 52 at frame 14801 has roughly the same value as tracks 51 and 53
Track 72 at frame 78902 has roughly the same value as tracks 71 and 73
Track 92 at frame 79735 has roughly the same value as tracks 91 and 93
1
1
Bone 40 - "R_mid_finger_02_bind_jnt"
There are no vertices attached to this bone
1
Rotation
Track 10 at frame 3967 has roughly the same value as tracks 9 and 11
1
Bone 41 - "R_mid_finger_03_bind_jnt"
There are no vertices attached to this bone
1
2
Bone 42 - "R_rng_finger_01_bind_jnt"
There are no vertices attached to this bone
2
Rotation
Track 37 at frame 13968 has roughly the same value as tracks 36 and 38
Track 79 at frame 78902 has roughly the same value as tracks 78 and 80
1
1
Bone 43 - "R_rng_finger_02_bind_jnt"
There are no vertices attached to this bone
1
Rotation
Track 101 at frame 149435 has roughly the same value as tracks 100 and 102
1
1
Bone 44 - "R_rng_finger_03_bind_jnt"
There are no vertices attached to this bone
1
Rotation
Track 24 at frame 6167 has roughly the same value as tracks 23 and 25
1
2
Bone 45 - "R_pnk_finger_01_bind_jnt"
There are no vertices attached to this bone
2
Rotation
Track 38 at frame 13968 has roughly the same value as tracks 37 and 39
Track 83 at frame 78902 has roughly the same value as tracks 82 and 84
1
Bone 46 - "R_pnk_finger_02_bind_jnt"
There are no vertices attached to this bone
1
Bone 47 - "R_pnk_finger_03_bind_jnt"
There are no vertices attached to this bone
1
Bone 100 - "bone_head"
There are no vertices attached to this bone
1
Bone 101 - "weapon_bind_jnt"
There are no vertices attached to this bone
1
Bone 102 - "weapon_stretch_bind_jnt"
There are no vertices attached to this bone
1
Sequence 14 - "Cinematic Walk One"
Sequence "Cinematic Walk One" is a non-standard cinematic animation; for in-game models this just bloats filesize.
2
Bone 3 - "neck_bind_jnt"
2
Rotation
Track 3 at frame 1367 has roughly the same value as tracks 2 and 4
Track 328 at frame 82669 has roughly the same value as tracks 327 and 329
1
Bone 6 - "L_shoulder_bind_jnt"
1
Rotation
Track 181 at frame 11134 has roughly the same value as tracks 180 and 182
2
Bone 11 - "bone_hand_left"
2
Rotation
Track 32 at frame 4534 has roughly the same value as tracks 31 and 33
Track 132 at frame 12501 has roughly the same value as tracks 131 and 133
1
Bone 12 - "L_tmb_01_bind_jnt"
1
Rotation
Track 6 at frame 3767 has exactly the same value as tracks 5 and 7
3
Bone 13 - "L_tmb_02_bind_jnt"
1
Translation
Track 9 at frame 150735 has roughly the same value as tracks 8 and 10
2
Rotation
Track 6 at frame 1767 has roughly the same value as tracks 5 and 7
Track 82 at frame 83069 has roughly the same value as tracks 81 and 83
1
Bone 15 - "L_ind_finger_01_bind_jnt"
1
Rotation
Track 24 at frame 3767 has exactly the same value as tracks 23 and 25
1
Bone 18 - "L_mid_finger_01_bind_jnt"
1
Rotation
Track 25 at frame 3800 has exactly the same value as tracks 24 and 26
1
Bone 19 - "L_mid_finger_02_bind_jnt"
1
Rotation
Track 37 at frame 6434 has roughly the same value as tracks 36 and 38
1
Bone 21 - "L_rng_finger_01_bind_jnt"
1
Rotation
Track 16 at frame 4900 has exactly the same value as tracks 15 and 17
1
Bone 24 - "L_pnk_finger_01_bind_jnt"
1
Rotation
Track 16 at frame 3800 has exactly the same value as tracks 15 and 17
1
Bone 27 - "R_shoulder_bind_jnt"
1
Rotation
Track 378 at frame 145602 has roughly the same value as tracks 377 and 379
4
Bone 29 - "R_lwr_arm_bind_jnt"
4
Rotation
Track 12 at frame 3000 has roughly the same value as tracks 11 and 13
Track 160 at frame 10967 has roughly the same value as tracks 159 and 161
Track 351 at frame 84302 has roughly the same value as tracks 350 and 352
Track 359 at frame 145635 has roughly the same value as tracks 358 and 360
1
Bone 31 - "R_lwr_arm_twist_02_bind_jnt"
1
Translation
Track 43 at frame 77202 has roughly the same value as tracks 42 and 44
3
Bone 50 - "L_leg_02_bind_jnt"
3
Rotation
Track 6 at frame 1100 has roughly the same value as tracks 5 and 7
Track 78 at frame 6567 has roughly the same value as tracks 77 and 79
Track 369 at frame 82402 has roughly the same value as tracks 368 and 370
1
Bone 51 - "bone_leg_left"
1
Rotation
Track 395 at frame 145702 has roughly the same value as tracks 394 and 396
2
Bone 55 - "bone_leg_right"
2
Rotation
Track 177 at frame 11134 has roughly the same value as tracks 176 and 178
Track 404 at frame 145702 has roughly the same value as tracks 403 and 405
1
Bone 56 - "R_leg_04_bind_jnt"
1
Rotation
Track 54 at frame 10001 has exactly the same value as tracks 53 and 55
1
Bone 58 - "M_loincloth_01_bind_jnt"
1
Rotation
Track 119 at frame 11067 has roughly the same value as tracks 118 and 120
2
Bone 63 - "R_skirt_01_bind_jnt"
2
Rotation
Track 29 at frame 4434 has roughly the same value as tracks 28 and 30
Track 44 at frame 5234 has roughly the same value as tracks 43 and 45
4
Bone 82 - "L_cheek_03_bind_jnt"
4
Translation
Track 1 at frame 1767 has roughly the same value as tracks 0 and 2
Track 12 at frame 2467 has roughly the same value as tracks 11 and 13
Track 44 at frame 83069 has roughly the same value as tracks 43 and 45
Track 55 at frame 83769 has roughly the same value as tracks 54 and 56
1
Bone 90 - "tongue_01_bind_jnt"
1
Translation
Track 8 at frame 6067 has roughly the same value as tracks 7 and 9
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