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Model validation: Fel Orc - Shield Disciple

Felorc_Shield_Disciple.mdx

0 errors 40 severe 51 warnings 124 unused
  • 1 1 Geoset 0
    • Alpha is 1.000 at end of "Decay Bone" (frame 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); should be 0 — geoset will remain visible in-game after the unit has decayed.
    • This geoset has both skin/weights and vertex groups
  • 1 Geoset 6
    • Alpha is 1.000 at end of "Decay Bone" (frame 145169); should be 0 — geoset will remain visible in-game after the unit has decayed.
  • 1 1 Geoset 7
    • Alpha is 1.000 at end of "Decay Bone" (frame 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 145169); 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 Bone 62 - "L_skirt_01_bind_jnt"
    • There are no vertices attached to this bone
  • 1 2 Bone 63 - "R_skirt_01_bind_jnt"
    • There are no vertices attached to this bone
    • 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
  • 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.
  • 1 Material 34
    • 1 Layer 0
      • 1 Emissive Gain
        • Track 228 at frame 44633 has exactly the same value as tracks 227 and 229
  • 1 Material 35
    • 1 Layer 0
      • 1 Emissive Gain
        • Track 228 at frame 44633 has exactly the same value as tracks 227 and 229
  • 2 Bone 3 - "neck_bind_jnt"
    • 2 Rotation
      • Track 3 at frame 1367 has roughly the same value as tracks 2 and 4
      • Track 330 at frame 82936 has roughly the same value as tracks 329 and 331
  • 1 Bone 6 - "L_shoulder_bind_jnt"
    • 1 Rotation
      • Track 181 at frame 11134 has roughly the same value as tracks 180 and 182
  • 68 Bone 8 - "L_lwr_arm_bind_jnt"
    • 34 Translation
      • Track 19 at frame 77101 has exactly the same value as tracks 18 and 20
      • Track 20 at frame 77133 has exactly the same value as tracks 19 and 21
      • Track 21 at frame 77166 has exactly the same value as tracks 20 and 22
      • Track 22 at frame 77201 has exactly the same value as tracks 21 and 23
      • Track 23 at frame 77234 has exactly the same value as tracks 22 and 24
      • Track 24 at frame 77267 has exactly the same value as tracks 23 and 25
      • Track 25 at frame 77301 has exactly the same value as tracks 24 and 26
      • Track 26 at frame 77334 has exactly the same value as tracks 25 and 27
      • Track 27 at frame 77367 has exactly the same value as tracks 26 and 28
      • Track 28 at frame 77401 has exactly the same value as tracks 27 and 29
      • Track 29 at frame 77434 has exactly the same value as tracks 28 and 30
      • Track 30 at frame 77467 has exactly the same value as tracks 29 and 31
      • Track 31 at frame 77501 has exactly the same value as tracks 30 and 32
      • Track 32 at frame 77534 has exactly the same value as tracks 31 and 33
      • Track 33 at frame 77567 has exactly the same value as tracks 32 and 34
      • Track 34 at frame 77601 has exactly the same value as tracks 33 and 35
      • Track 35 at frame 77634 has exactly the same value as tracks 34 and 36
      • Track 36 at frame 77667 has exactly the same value as tracks 35 and 37
      • Track 37 at frame 77701 has exactly the same value as tracks 36 and 38
      • Track 38 at frame 77734 has exactly the same value as tracks 37 and 39
      • Track 39 at frame 77767 has exactly the same value as tracks 38 and 40
      • Track 40 at frame 77801 has exactly the same value as tracks 39 and 41
      • Track 41 at frame 77834 has exactly the same value as tracks 40 and 42
      • Track 42 at frame 77867 has exactly the same value as tracks 41 and 43
      • Track 43 at frame 77901 has exactly the same value as tracks 42 and 44
      • Track 44 at frame 77934 has exactly the same value as tracks 43 and 45
      • Track 45 at frame 77967 has exactly the same value as tracks 44 and 46
      • Track 46 at frame 78001 has exactly the same value as tracks 45 and 47
      • Track 47 at frame 78034 has exactly the same value as tracks 46 and 48
      • Track 48 at frame 78067 has exactly the same value as tracks 47 and 49
      • Track 49 at frame 78101 has exactly the same value as tracks 48 and 50
      • Track 50 at frame 78134 has exactly the same value as tracks 49 and 51
      • Track 51 at frame 78167 has exactly the same value as tracks 50 and 52
      • Track 52 at frame 78200 has exactly the same value as tracks 51 and 53
    • 34 Rotation
      • Track 234 at frame 77101 has exactly the same value as tracks 233 and 235
      • Track 235 at frame 77133 has exactly the same value as tracks 234 and 236
      • Track 236 at frame 77166 has exactly the same value as tracks 235 and 237
      • Track 237 at frame 77201 has exactly the same value as tracks 236 and 238
      • Track 238 at frame 77234 has exactly the same value as tracks 237 and 239
      • Track 239 at frame 77267 has exactly the same value as tracks 238 and 240
      • Track 240 at frame 77301 has exactly the same value as tracks 239 and 241
      • Track 241 at frame 77334 has exactly the same value as tracks 240 and 242
      • Track 242 at frame 77367 has exactly the same value as tracks 241 and 243
      • Track 243 at frame 77401 has exactly the same value as tracks 242 and 244
      • Track 244 at frame 77434 has exactly the same value as tracks 243 and 245
      • Track 245 at frame 77467 has exactly the same value as tracks 244 and 246
      • Track 246 at frame 77501 has exactly the same value as tracks 245 and 247
      • Track 247 at frame 77534 has exactly the same value as tracks 246 and 248
      • Track 248 at frame 77567 has exactly the same value as tracks 247 and 249
      • Track 249 at frame 77601 has exactly the same value as tracks 248 and 250
      • Track 250 at frame 77634 has exactly the same value as tracks 249 and 251
      • Track 251 at frame 77667 has exactly the same value as tracks 250 and 252
      • Track 252 at frame 77701 has exactly the same value as tracks 251 and 253
      • Track 253 at frame 77734 has exactly the same value as tracks 252 and 254
      • Track 254 at frame 77767 has exactly the same value as tracks 253 and 255
      • Track 255 at frame 77801 has exactly the same value as tracks 254 and 256
      • Track 256 at frame 77834 has exactly the same value as tracks 255 and 257
      • Track 257 at frame 77867 has exactly the same value as tracks 256 and 258
      • Track 258 at frame 77901 has exactly the same value as tracks 257 and 259
      • Track 259 at frame 77934 has exactly the same value as tracks 258 and 260
      • Track 260 at frame 77967 has exactly the same value as tracks 259 and 261
      • Track 261 at frame 78001 has exactly the same value as tracks 260 and 262
      • Track 262 at frame 78034 has exactly the same value as tracks 261 and 263
      • Track 263 at frame 78067 has exactly the same value as tracks 262 and 264
      • Track 264 at frame 78101 has exactly the same value as tracks 263 and 265
      • Track 265 at frame 78134 has exactly the same value as tracks 264 and 266
      • Track 266 at frame 78167 has exactly the same value as tracks 265 and 267
      • Track 267 at frame 78200 has exactly the same value as tracks 266 and 268
  • 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 151002 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 83336 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 383 at frame 145869 has roughly the same value as tracks 382 and 384
  • 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 352 at frame 84569 has roughly the same value as tracks 351 and 353
      • Track 360 at frame 145902 has roughly the same value as tracks 359 and 361
  • 2 Bone 34 - "R_tmb_02_bind_jnt"
    • 2 Rotation
      • Track 31 at frame 13968 has roughly the same value as tracks 30 and 32
      • Track 56 at frame 79169 has roughly the same value as tracks 55 and 57
  • 3 Bone 35 - "R_tmb_03_bind_jnt"
    • 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 79169 has roughly the same value as tracks 54 and 56
  • 3 Bone 36 - "R_ind_finger_01_bind_jnt"
    • 1 Translation
      • Track 14 at frame 149702 has roughly the same value as tracks 13 and 15
    • 2 Rotation
      • Track 43 at frame 13968 has roughly the same value as tracks 42 and 44
      • Track 89 at frame 79169 has roughly the same value as tracks 88 and 90
  • 4 Bone 39 - "R_mid_finger_01_bind_jnt"
    • 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 90 at frame 79169 has roughly the same value as tracks 89 and 91
      • Track 110 at frame 80002 has roughly the same value as tracks 109 and 111
  • 1 Bone 40 - "R_mid_finger_02_bind_jnt"
    • 1 Rotation
      • Track 10 at frame 3967 has roughly the same value as tracks 9 and 11
  • 2 Bone 42 - "R_rng_finger_01_bind_jnt"
    • 2 Rotation
      • Track 37 at frame 13968 has roughly the same value as tracks 36 and 38
      • Track 98 at frame 79169 has roughly the same value as tracks 97 and 99
  • 1 Bone 43 - "R_rng_finger_02_bind_jnt"
    • 1 Rotation
      • Track 101 at frame 149702 has roughly the same value as tracks 100 and 102
  • 1 Bone 44 - "R_rng_finger_03_bind_jnt"
    • 1 Rotation
      • Track 24 at frame 6167 has roughly the same value as tracks 23 and 25
  • 2 Bone 45 - "R_pnk_finger_01_bind_jnt"
    • 2 Rotation
      • Track 38 at frame 13968 has roughly the same value as tracks 37 and 39
      • Track 108 at frame 79169 has roughly the same value as tracks 107 and 109
  • 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 373 at frame 82669 has roughly the same value as tracks 372 and 374
  • 1 Bone 51 - "bone_leg_left"
    • 1 Rotation
      • Track 399 at frame 145969 has roughly the same value as tracks 398 and 400
  • 2 Bone 55 - "bone_leg_right"
    • 2 Rotation
      • Track 177 at frame 11134 has roughly the same value as tracks 176 and 178
      • Track 409 at frame 145969 has roughly the same value as tracks 408 and 410
  • 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
  • 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 42 at frame 83336 has roughly the same value as tracks 41 and 43
      • Track 53 at frame 84036 has roughly the same value as tracks 52 and 54
  • 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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